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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.

Dropbox Download

Tatooine Resource Pack Update Tags: Tatooine Fallout 3 Resource Star Wars

From F3U:

I have just a bit of a minor update to start moving things in the direction of a working Tatooine worldspace. Latest package adds LOD models for the buildings, and removes doors from the building models. Also, re-did a lot of the textures and some of the UVs on basically all the architecture. The textures are much better looking now and don't tile and don't look like crap. Made some tweaks in the plugin, there should now be 2 suns in the sky in the test world, just like in the movies. Also changed around some other superficial things during testing. As far as new content I don't really think there's much to speak of, there's a couple re-textured hovels, some doorjambs and some doors.

Download's on the OP.

Here's some pics of the new textures:




 

And seeing as I never got around to posting the previous update here, some more:

 






 

And the download link for all the latest stuff, currently only have a plugin for fallout 3... though I really don't see why you couldn't just convert it to New Vegas, it is 100% custom content, after all, should work fine.

Dropbox - Updated Link, included worldspace with LODs. Check Latest post for more info.

Tatooine Resource Pack Update (FO3/FNV) Tags: Fallout resource Star Wars Tatooine Update

Just put up an update for the Tatooine Resource pack on F3U, if you download and plan to mess around with the plugin make sure you have at least Meshes I, Textures II and Textures III packs from my Mass Effect Resource Pack. You can find that in the Downloads section here on this site.

Here's what's new in the update:

Updated Dec. 14, 2010

- Test plugins for Fallout 3 and Fallout New Vegas
- Docking bay from TFU, Exterior shell modeled by me
- Jabba's Palace Exterior from TFU
- Slave 1 from TFU
- Misc. props/clutter, from TFU and elsewhere
- Assorted Tatooine Vehicle props

Credits

Cire992, I modeled the hovels, the SWG-style buildings, re-textured Vanilla rocks/cliffs/boulders, made the plugin and some terrain textures.
Willi Hames, Made many of the building textures and modeled the tatooine city buildings.
Raven Software, for textures from Jedi Knight: Jedi Academy.
NeoMarz, for Landspeeder and Speederbike
Cpt. Rex, ported Neomarz' models to Fallout
Roman Deniskin and Oliver Coustin, t-16 Skyhopper prop
Lucas Arts, Aspyr Media, Developers, Star Wars: The Force Unleashed PC.

Mirrors

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Pics

 

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Tatooine Resource Pack (FO3/FNV) Tags: Fallout resource Star Wars Tatooine

Description

This is a modders resource pack containing models and textures which can be used to build Tatooine-themed environments from Star Wars. Included are:

- An assortment of natural pieces (mostly rocks, cliffs, debris)
- 7 Buildings
- SWG-style Bazaar
- SWG-style Bank
- SWG-style Shuttleport
- SWG-style Wall and Gate kit
- 4 Hovels
- 7-10 Terrain Textures
- Test plugins for Fallout 3 and Fallout New Vegas

Compatibility

Everything here is compatible with both Fallout 3 and New Vegas.

Installation

1. Extract the contents of the .rar to your Fallout 3/Data folder and/or your Fallout New Vegas/Data folder.
2. The Test plugin is just a demonstration of the content, but if you want to see it in-game, activate TatooineTesterFO3.esp or TatooineTesterFNV.esp and start the game. press "~" to activate the console and type 'coc TestTatTown'.

Credits

Cire992, I modeled the hovels, the SWG-style buildings, re-textured Vanilla rocks/cliffs/boulders, made the plugin and some terrain textures.
Willi Hames, Made many of the building textures and modeled the tatooine city buildings.
Raven Software, for textures from Jedi Knight: Jedi Academy.

Usage

Its a modders resource, its yours for the using as long as you credit the people above.

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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.

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