Showing posts with label modding. Show all posts
Showing posts with label modding. Show all posts

Sunday, 29 September 2013

Another Fallout 3 Mod Complete!



A few weeks ago I started a new Fallout mod following the success of my first one, and today I finished it and it's now uploaded at the Fallout 3 Nexus Site. This mod was heavily inspired by Breaking Bad and involves a quest in which the player infiltrates and takes over a drug lab.

This mod is a lot more complex than my first one, which essentially just added a lot of detail to a pre-existing game area. This mod not only involved the creation of a new game area, but also involved creating a quest, which itself meant a LOT of complicated scripting, which I was totally new at, so it was quite the learning curve. My self-imposed deadline was the 29th of September; the date of the airing of the final episode of Breaking Bad in America. I actually uploaded the mod at 11.57pm on the 29th of September. Very, VERY narrowly making the deadline. So I'm pretty happy about that, even though some last-minute issues made it a very stressful experience. This project called upon a wide range of my skills, even including Photoshop, which I used to create the promo picture that can be seen at the top of this post.

Here's a few pictures of the game zone that I created!





Saturday, 14 September 2013

Springvale Chem Lab - My 2nd Fallout 3 Mod

It's been almost two months since I uploaded my first ever Fallout 3 mod and it's been much more well received than I ever expected it to be, with over 200 downloads and 4000 views so far. I'm pretty surprised at the stats because it was only a very simple mod without any scripting or associated quest.

I've now started a second mod that WILL involve scripting and a quest that I will write and script from scratch. This is all new to me but I'm definitely getting there bit by bit by watching and rewatching tutorial videos.

In short, the mod will involve a hidden chem lab that the player takes over in the quest. The mod is heavily inspired by Breaking Bad and is going to involve just about as many references to the show that I can think of/get away with, the first of which being the simple retexture of the in-game drug, "Jet", seen below (blue meth anyone?)

Not much in the way of screen shots so far but here's what I've got!


Entrance to the Chem Lab

Retextured Jet

Friday, 2 August 2013

Fallout 3 Mod Video by aTinyTurtle

So as I said in my last post, a few days ago I uploaded my first Fallout 3 mod for people to download. A lot has come of this since then. It's already had over 1300 views on the Fallout Nexus and has been downloaded 60 times, which is way more than I expected in such a short period of time, and I've got some positive feedback as well which is great!

What's even more awesome is that I got a message on Fallout Nexus from a user called aTinyTurtle who has made a video of the mod and uploaded it to Youtube. This video can be seen here!
aTinyTurtle's channel features loads of videos of mod's for the Fallout and Elder Scrolls games and is definitely worth a look. Click here to see!

Monday, 29 July 2013

Fallout 3 Mod Complete!

The Fallout 3 Mod that I've been working on for a few weeks is finally finished and uploaded over at fallout3.nexusmods.com for Fallout 3 players around the world to download and play!

The mod, made using the GECK world editor, overhauls a building within the game (The Temple of the Union), adding loads of new content including furniture, weapons, items, clutter and detail items. I also made a new unique weapon by editing a texture file. This can be seen in a previous blog post.The mod is appropriately called Temple of the Union Overhaul and can be found at http://fallout3.nexusmods.com/mods/19242/?

Here's some pictures before and after pictures to show how major an overhaul it was:



General pics:





 

Wednesday, 17 July 2013

Fallout 3 Custom Weapon Modding

So I've been fairly into Fallout 3 recently and the other day I downloaded the GECK world editor (a resource used by modders to edit in-game content) so that I could do some modding in general and also create in-game sets for my videos. Yesterday I created my first custom weapon, the Freedom Rifle, by editing a texture file in Photoshop and weapon files in the GECK. The rifle will feature in a mod that I'm working on that overhauls the interior of a building in the game.

New and old texture map comparisons:


In-game comparison:


Weapon In-Game: