Tatooine Resource Update
Category: News
Tags: fallout 3 star wars mod tatooine

From F3U:

Here's some pics of the worldspace. It still needs more texture and lots of object generation. I think I need to change some imagespace stuff too. But the big picture is under control.

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Beggar's Canyon:

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Salt Flats near Anchorhead:

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Great Mesa north near Bestine:

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Jundland Wastes:

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Dune Sea:

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Here's the overall map of the world, its about the same size as the capital wasteland:

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Note that this new Worldspace, and the latest esp that goes with it is for Fallout 3. If I recall correctly, the LODs have to be generated separately for New Vegas and its plugin, which I havent gotten around to yet.

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So much spam...
Category: News
Tags: news

Sorry for the neglect. Did what I could to clean up the site, but there's no way I can keep up with the level of bots on this site, especially when I don't check the place that often. I might look around for a different site to set up on.

I replaced the broken megaupload links, as well, download away. And just a reminder, anyone is free to re-upload my stuff if they deem it appropriate to do so. Something to keep in mind if I'm out of reach.


Edit: Cleaning up all that spam wasn't as bad as I thought it was. I changed some site settings around, hopefully it will prevent these damned bots from running wild.

From DC to Vegas
Category: News
Tags: How to integrate 2 wastelands in one game in 19 steps

This is from a thread that's been going over Nexus that I've shifted over to F3U (Doesn't look like they'll let me continue this on the Nexus Forums). It's ongoing experiment to get both Fallout 3 and New Vegas working together in one happy and epic game.


1. You need FOMM, Fallout 3 and Fallout New Vegas and about 5 minutes.
2. Open 2 explorer windows and browse to your Fallout 3/Data directories and Fallout New Vegas/Data directories.
3. Copy the following files from Fallout 3/Data to a temporary folder: Fallout.esm, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa (DONT COPY Fallout - Misc.bsa)
4. Rename these BSA files so they wont over-write the New Vegas BSAs (e.g. Fallout - Meshes.bsa to F3Meshes.bsa)
5. Once renamed, move these files into your Fallout New Vegas/Data folder.
6. In your Documents folder (My Documents, for XP users), browse to My Games/Fallout NV and open up FalloutPrefs.INI in notepad or notepad++
7. Hit ctrl+F and search for 'SArchiveList'
8. On this line, add the bsa files you just copied into your New Vegas data directory. Then save and exit. (note, also do this for Fallout.ini in the same folder)
8. in your Fallout New Vegas/Data folder, open Fallout - Meshes.bsa with FOMM. (Double click on it and if prompted, select or browse to FOMM.exe in your fallout 3/fomm directory)
9. expand Fallout - meshes -> meshes and click on 'interface'
10. Select all of the meshes on the right and click extract. Select your Fallout New Vegas/Data directory and hit ok.
11. Now open up Fallout - Textures2.bsa in your Fallout New Vegas/Data folder with FOMM.
12. Expand Fallout - Textures2 -> Textures -> Interface and click on 'main'.
13. Select all of the textures on the right and click extract.
14. Select your Fallout New Vegas/Data folder and hit ok.
15. Repeat steps 13 and 14 with interface -> loading and interface -> pause
16. Close FOMM and start the New Vegas launcher, click Data Files.
17. Check Fallout.esm and hit ok.
18. Launch the game and load your save, once in-game press the tilde key (~) to activate the console.
19. Type 'coc Springvale' and press enter. (NOTE: I would advise that you do NOT save your game while trying this out)

And that's what you need for BASIC functionality. Its up to the modders to make the HUGEbutt patch to get the DC Wasteland working seamlessly. But if you guys want to be helpful, run around and figure out what is and isn't working right.
- LODs need to be regenerated for DC.
- Climate/Imagespaces overlap with NV data and need fixing.
- Music overlaps with NV data and needs fixing.
- FO3 weapons need fixed for Ironsights
- items and ammo need to be merged/standardized between both esms
- FO3 start scripts need to be fixed or removed. The quests all work fine, so I was thinking that I just delete all the Vault 101 quests and start the player off at the end of Escape! like many of the Alternate Start mods
- Some missing meshes and textures or borked file paths.
- possible pathgrid issues.

Of course, fallout 3 mods should work for NV with this setup as long as they don't need FOSE. Depends on the mod though, I wouldn't go loading FWE after doing this. Even if FO3 is pretty much working.

More Mass Effect Updates
Category: News
Tags: Fallout 3 mod Mass Effect update

I've uploaded some updates to the Mass Effect Resource Package. There's a bunch of cool and random things as well as fixes. The Vanguard Shuttle from DAZ is in there, Liara in her Shadow Broker outfit, and numerous random meshes that I've ported recently and had lying around. Additionally, I've put up the Normandy Package, which contains 200-something meshes from the SR2 Normandy. These are really fun to make ships and space stations with and its a surprisingly flexible tileset. I also uploaded the Haestrum model pack. I had put this up on F3U a while back, and only just noticed that it had never been linked here. Sorry about that!

Check out the Mass Effect Resource Package post in the downloads section to get the links.

Here's some cool pics of stuff I made using the current version of the resources:


Mass Effect Resource Update
Category: News
Tags: Fallout 3 mod Mass Effect resource

I've put up some updates to the Mass Effect Resource Package today, Armor I, Armor II, Meshes I and Textures II have all been updated with new and fixed content. Included are Kasumi's armor (thanks Greywaste) and mask, Husks, new city block meshes and more. Check it out when you get the chance!

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