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Modders Resources

Fallout: New Vegas resources for other mods or modders to make use of

16 files

  1. Respawn

    A simple little, but useful mod to change the respawn time for npc/creatures in the Mojave wasteland of FNV. It is addressed to those who don't like the incessant and unrealistic default time respawn of FNV set on 72 hours/3 days. I created it with GECK, everyone can easily edit it with FNVEdit, at will of course. This one is set on about one year (game time).
    This one is a esp file flagged as esm, but it can be also used as simple esp file.



  2. Metal Gear REX modder's resource

    This is a 3D model that I made using the 3D modeling program Blender, of Metal Gear REX from the 1998 game Metal Gear solid.

    I hope that someone can rig, animate, texture it, and then somehow turn it into a vehicle mod in Skyrim special edition.

    Obviously this would be an extremely long, complex, and daunting task, but if you have the technical know-how or are a career professional in the game development field and think you can do it, then by all means, please do!

    I realize that this mesh is somewhat of a mess, and you have permission to polish and clean it up.

    According to this game footage from Metal Gear Solid 4 Guns Of The Patriots, REX"s walks with it's legs slightly outwards and in a steep downward position.

    Also, it's lower legs are move up and down like shock absorbers. They retract slightly when sitting down, and extend slightly when standing up or walking.

    If you're going to animate it walking, study this video very closely and try to replicate it's walk.




  3. Cats Paw Modders Resource

    Hey everyone,
    It's taken me a long, long time to do this, but I guess now is as good a time as any. I'm releasing this as a Modders Resource. It's essentially a massive building (The Cats Paw Publishing House & Brothel) which I've been working on/off over the past several years. There are multiple cells, interiors, rooms, all based around the concept of a publishing house and brothel. It also has a ton of references to old games like Duke Nukem, Fallout 1 and 2, and other media. It includes:
    - Main Reception Area
    - Toilets
    - Games Room
    - Bar
    - Kitchen
    - About 8 different rooms for the girls.
    - A dungeon.
    - Maintenance Area
    - Janitor's Closet
    - Backroom Casting "Audition" Room
    - Security Room
    - 3 Themed HoloSuite Studios
    - Printing Floor
    - Generator Room
    - Storage Room
    - Meeting/Board Room
    - Publishing Office
    - Miss Kitty's Wing
    - Elevator
    - A "Bath" area which is unconnected right now.
    It was supposed to be a complex quest mod where you helped Miss Kitty Junior run her business. Sort of like Coito Ergo Sum, which I was unaware of when I stated developing this mod and only became aware of quite late in development. It was supposed to tie in with Odessa's Sexout Soliciting. You can find the location itself in the Strip, next to Vault 21. There are a few placeholder NPCs running around, and the very beginnings of some quests which aren't implemented properly ingame that reflect that. But the main onus of the mod are the assets and the interior space.
    Bear in mind, as this is an unfinished, WIP project, there are a lot of bugs and issues. The entire front of the building was placeholder. A lot of assets are missing, and the quests don't work. As I've said, it's more about the actual interiors and the space itself, and what you as a modder may wish to do with it.
    Over the years I've realised this is just one of those projects I'm never going to finish. I've been holding onto the files hoping I'd muster the enthusiasm/will to finish it but it just wasn't going to happen. I'd like to offer a massive and sincere apology to both NepoznatiNN and A.J who put tons of time and effort making custom assets for me for this mod. BruceWayne also deserves a mention for the amazing female NPCs he made, which are included in a separate esm file. Many others helped too and I've credited the assets I've included here, all of which are free to use.
    Basically, feel free to use this as you will, so far as you credit me for the environment and obviously all the people and assets I made use of myself.
    Enjoy, and I'm sorry it took so long to do this!



  4. Fallout 3 / Fallout NV Vehicle Resource

    This is a resource, NOT a direct replacer. Some skill with GECK is required to get these meshes ingame. I believe I had to raise the vehicle heights in Blender so the rims and tires wouldn't clip into the ground, but seeing as I haven't played Fallout in over five years I'm not sure...
    Back in early 2012 my house was burglarized and my computer among many other things was stolen. Last week Metro called to inform me that they'd found several of my items including an external 1TB SSD drive that at the time cost me a small fortune. Being more than five years old it's now just a run of the mill drive but a TB is a TB so I tied it into my system. Much to my surprise all my files were still on it.
    A couple of the meshes may have originally been other authors work. If I remember correctly, the boxtrucks and the halftrack were mashups I did in Blender. I don't know who the original authors are anymore. I do recall that I stretched the police car mesh model, remodeled a gas station to have gas pumps (or maybe it was some type of fusion pump), remade the bus, (one with skeletons inside one without), made a flatbed semi trailer model and a flatbed boxcar model, added doors to both types of the mobile home trailers (without collision), and made a new model of the frontloader with a raised bucket, other than that most vehicles now have multiple damage options, multiple texture options, side mirrors, glass, fusion type engines, rims, tires, seats, steering wheels, and the occasional skeleton inside. I also remade some of the blown up versions of them.



  5. Unlocked MCM: advanced MCM scripting templates

    What it is:
    This is a script template resource designed to help FNV modders create complicated MCM menus that don't stretch out over multiple, simultaneously running quest scripts. Its main feature is that it keeps the entering of the information entirely separate from the handling of it.
    This reduces the amount of code processed when the MCM menu is displayed or anything is adjusted, improves readability & navigation for the modder, allows for almost any aspect of your MCM menu to be adjusted in-game, and avoids silly mistakes on your part when it comes to specifying UI strings because you no longer have to.
    The handling of it is done in a compact handling script, which should really be all you'll ever need no matter how many options, submenus or even menus you have. It is entirely set-and-forget. (The standard script provided assumes you have your intel in quest variables, but the system can easily be adjusted to read from and write to any other type of variable storage, see the 'advanced use' folder.)
    The entering of it is done separately in a UDF and becomes a one-time deal, unless you change or add options in a mod update, in which case you simply run it once again. A few other aspects that don't need to run all the time, like adding the MCM items to the formlist and creating submenus, have been exported to UDFs as well.
    What it ain't:
    - a replacement of MCM: you still need MCM
    - a patch to or modification of MCM: it's just an alternate way of doing the scripting that you have to do in your own mod
    - an actual mod: don't try to install this package to your game folder with a mod manager
    Why I did it:
    - script size
    Rather complicated mods need lots and lots of different types of options for the player to manipulate in MCM. Creating MCM scripts isn't terribly difficult if you follow pelinor's manual & have some basic knowledge of scripting, but you soon run into problems with size and have to splice the code over multiple running scripts, several times in fact as your mod grows and you keep adding new options. This is mostly due to the fact that so far each and every bit of UI intel for every option needs to be entered in manually, using string parameters to the UI functions, and all of that takes up quite a bit of 'compiled script size'.
    - readability, ease of use
    If you have multiple types of options scattered over multiple submenus, keeping track of what everything does and stands for becomes a headache. Got distracted for a second, now I'm gawking at some intel pertaining to option 5, let me scroll back up - oh yes, submenu 3..., what was that again?, and what section am I in - default or defaultscale... Crap. Separating the handling of the intel from the entering of it drastically improves readability in itself. The only script you need to navigate is the map population script.
    - script overhead
    If you have multiple MCM scripts iterating over x elseif conditions, checking out in which submenu you are or what option you're manipulating for every section you're in, you're really always running chunks of code that are not applicable for the situation at hand. This system only ever processes code that is applicable to the current submenu (reset & default sections) or the current option (all other sections). Not that MCM scripting was ever considered a resource hog because it's in menumode 1013, but every little bit helps.
    - adaptability
    Because none of an option's parameters are manually entered in the handling script anymore, but kept in a map structure, it's now possible to change any of them on the fly from another script that adjusts the information in the map structure itself. Any option's title, type, the variable it refers to, a scale's min/max/incr/decimal parameters, or the strings associated with types 1 and 7 - it's all entirely adjustable. The same goes for the number or ordering of options per submenu, or display parameters like indentation, highlighting and coloring. This allows MCM to be used to create dynamic systems.
    - some extras
    The templates are set up to automatically set all your variables to the default values you stipulate in the maps when your mod first initializes, and do the same for any new options you add when you update if you mark them as being new.
    The system allows for the state switching of both options and submenus by consulting an optional UDF.
    For each option type associated with a single variable (1/2/2.5/4/5/6), the handling script will also call an optional UDF when the value changes, providing a lot of intel as its parameters. This is necessary for the state switching of submenus, but can be of use for any number of things (see 'adaptability').
    pelinor for MCM
    hlp for NVSE4+, as always
    Odessa for most of the 'start log' script and her work on the GECK wiki these past few years
    NVSE 4.6.3+, ideally 5.0.3 because you should always use the latest version
    MCM 1.5
    A sense of what UDFs are.
    A sense of what arrays are.
    Failing that, the ability to follow instructions and follow a template should at least set you on your way.
    Permissions stuff: public domain



  6. Apple Jam Skeleton [FONV]

    Simple 1st and 3rd skeleton resource for FO3 / FONV
    Mods where this is specifically used:
    - BodyMorph
    - Head tracking in Behaviours
    - Lean in Behaviours beta 2.5
    - Any BnB
    - I think Sexout already includes a previous version of this
    List of known incompatibilities
    - Tails and wings
    - Malo resizer
    For modding
    - It's not suggested to be used to rig or to animate, unless you perfectly know what it involves
    - It's a resource, you can do whatever you want with it. However it would be better some cooperation for a new version instead than making brand new mods or include it on other mods, in order to grant more compatibility.
    - No changes in ragdolls, please
    PM me for help or requests



  7. Sneeze Reset - Fallout NV

    The only workaround I found to reset the engine automatic pickidle when it glitches and stops working after a script call, conceiled behind a funny sneeze. This is mainly intended as proof of concept for animators and modders in general who suffer of this glitch (i.e. this and others on Nexus).
    M/F random sneeze sounds added for fun. The slight graphic glitch during the sneeze seems hardcoded and impossible to be bypassed (not the shake effect, that's an IMOD added by me. I mean the camera flipping 180 degrees very fast for 2 times). Can be invoked in game via X key held for a couple of seconds. Requires NVSE version 4+.
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.



  8. BodyMorph

    A new version of this mod is available here.
    Introducing for your modding pleasure, BodyMorph, by A.J. and myself.
    This is a body modification library that allows body parts to be scaled, in realtime, for the player and for individual NPCs. You can think of it as a sort of "back end" that allows adjustment up and down of 16 (at present) bones. Note that as this is a beta/wip, not all bones yet have morphs, and some that do exist may not work correctly.
    The interface is primarily UDF driven with very few functions required for basic support.
    Of course, the full sourcecode is hosted here on git.loverslab.com and the wiki is already populated with enough documentation to get rolling.
    Just use FOMM and let it overwrite what it needs to. This will, at most, be the skeleton -- A.J. has created us a new custom skeleton, with all the bones we believe we need, as well as a ton of new ones that this mod uses to achieve the actual bodypart scaling.
    Players will need a "bodymorph aware" mod for this to do anything for them, it's similar to sexout in that regard, though if they wish to experiment with it the console can be used to manipulate the NX variables on the player or any other actor.
    Please see the first reply in the support thread, by A.J., for a demo plugin that can adjust the player scales -- and a fancy video!
    Modders should see the wiki for more detailed documentations and a simple example.
    - 13 bones (Breasts, ForeArms, Hands, Head, Neck, Neck1, Pelvis, Penis, Shoulders, Spine, Spine1, Spine2, UpperArms)
    - 13 sizes per bone, from 0.70 to 1.30 in steps of 0.05.
    - Large morphs, or many small morphs on one character, result in subtle height changes. We are working on thi
    A.J. deserves all credit for this, as simple player-only morphing is something I and many others struggled with in FONV for a long time, and got nowhere. The skeleton and all the morphs are painstakingly created by A.J., I'm just the code monkey that wrote the ESP scripts, and an FNVEdit script to make my ESP authoring easier.



  9. A bunch of UDFs

    This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago.
    It doesn't do anything on its own, since it's just UDFs that handle some math.
    This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference.
    There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam.
    They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course.
    Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do.
    Unuseful notes about movement:
    1.2 PS is compatible with companions mods and pipboys mods (huh, finally).
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
    Doctasax's tutorials
    A bunch of ingame frames taken when I apply some functions and the result I achieve.




  10. Extravagant Half Masks FNV

    Extravagant Half Masks modders resource ported to FNV.
    If you use these in your mod, be sure to credit the original authors.
    Credits and Thanks:
    Textures by demonizzer
    Meshes by Jquarl



  11. RE5 and Ravaged Vehicle Model Resource - by Rez

    RE5 and Ravaged Vehicle Models Resource
    This is not an esp or esm.. this is just models to add with Geck

    Also check out this great mod by A.J. using the buggy resource.. http://www.loverslab.com/topic/31813-remote-control-explosive-car-beta/
    Permissions: I give full permission to use these as resources for anything you like, no permission needed. But Remember these are ports from other games and are not Nexus Safe.



  12. NVGeck Syntax Highlighter for NP++

    It's pretty damned handy to write scripts in NP++ with.
    - Separate style for script blocks and loops
    - Separate style for command-style functions (let, set, to, return, label, GoTo, continue etc)
    - Separate style for, and all functions as keywords for NVSE (up to 5.1.2)
    - Separate style for, and all functions as keywords for Lutana (up to 19)
    - Separate style for, and all functions as keywords for JIP (up to 55.10)
    - Combined style for and all functions as keywords for MCM, Project Nevada, NX (up to 16) and JohnnyGuitar (2.35).
    - Combined style for var declarations, globals (vanilla), AV function string parameters (vanilla), and unquoted string parameters to ar_construct.
    - Loops are treated as code blocks that can be folded and unfolded (same goes for if-conditions and script blocks)
    - Elseif & else parts can be folded and unfolded separately.
    - Pretty colors (totally adjustable ofc)
    How To Install:
    - open notepad++
    - Pick "language" in the menu, then "define your language"
    - "import", then find the xml uploaded here, and... import it
    - done
    This highlighter will attach itself to the .geck file extension. You can change that if you want, same as anything else. In Notepad++, the syntax is called "DSGeckSyntax10" because I'm so vain I think this song is about me. No, actually, that's because all these syntaxes are called something similar and if you've gone over a few to figure out what you like, you can't remember which is which.
    It's made with Notepad++ (whatever version I'm using now), which uses UDL 2.1. If you've got an older UDL version, you probably want to upgrade.
    Public Domain



  13. Interiors for NV

    These are some of the interiors I used and still use, merged in a single ESP. Some are better cluttered than other ones (new ones are usually better), but generally they're not that "empty" since I like cluttering. They can be used for different purposes / modified / whatever you want, just read permission.
    Maybe in the future I'll add more of them, but for now there are only 35 fully navmeshed cells, essentially:
    - Two basements
    - Two big buildings: 2 floors and 3 floors
    - Three "dungeon" kinds: a heavy cluttered shopping center with a main hall and 3 separated cells, a shop that leads to a cave, a dark lab / slaughterhouse with a good quantity of gore
    - Fourteen houses: different tilesets, various kinds (houses/rooms/motel rooms), some vanilla recluttered, some new shapes, some classy and some dirty
    - One utility / industrial kind
    - Three shacks (one with a cave below on a separate cell)
    - Three shops (two made by two separated cells)
    - A train station interior
    - All the cells are prefixed with aai + name/category + number, their names contains a small description
    - The lights are as I liked them, maybe they're not for everyone's taste, they're balanced for vanilla. Emittance should be setted (I didn't check if it kept it after the copy)
    - Doors are not linked, even the ones to the sub-cells, so you can use only a part of them.
    - Full navmesh > needs to be finalized when linked
    - I removed scripts, activators, markers, audio markers and thousands unique IDs, replacing with vanilla, I hope I didn't miss anything, in case let me know
    - Even if I changed all the unique assets with vanilla ones, the cell called aaIBuilding01 still needs an extra tile to fill a small gap. To notice it, you must climb the stairs and watch over your head at the end of these. I included the mesh in the archive, but I didn't create a new ID so that everyone will call it as he prefer concerning his mod. That tile should fit good snapping the grid
    - Since I modified them to be vanilla compatible, to copy an interior inside your ESP you just need to:
    >>> Load your ESP and this one, flag your ESP as active.
    >>> Don't touch anything, just load the new cells in the render window and take a look, choose the one you like.
    >>> Duplicate that cell, rename it as you wish, save.
    >>> Reload your ESP all alone now: it should contain the new renamed cell inside.
    I didn't include COC Markers. If you still want to take a look ingame, you probably will land on the ceiling. Anyway, these are the names of the cells to COC:
    aaiBasement01, aaiBasement02
    aaiBuilding01, aaiBuilding02
    aaiDungeon01, aaiDungeon02, aaiDungeon02a, aaiDungeon02b, aaiDungeon02c, aaiDungeon03
    aaiHouse01 to aaiHouse14
    aaiShack01, aaiShack02, aaiShack02a, aaiShack03
    aaiSoph01, aaiSoph01a, aaiSoph02, aaiSoph02a, aaiSoph03
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.



  14. Syntax Highlighting for Vim - GECK w/ NVSE v4.5.7 + NX/MCM/Lutana

    For the Vim Text Editor
    Adds syntax highlighting for Fallout GECK Scripts. Includes all functions, etc, available in vanilla GECK, plus all functions listed in the NVSE docs up to v4.5.7. Also includes all the NX functions of V15, and those added by the MCM and Lutana 6.1.
    Note: syntax highlighting requires you to use upper camel case for functions and the same or all lower case for expressions.
    Associates with *.gek, *.fos or *.nvs files.
    To install, extract contents into your vim run time path. If you don't know what that is, it is probably either C:/Program Files (x86)/Vim/vimfiles or *YOUR-USERNAME*/Documents/vimfiles/
    This file is a tweaked and updated version of one created by Mike Shutler, under ISC license, which had only FO3/FOSE , and no NX / MCM.



  15. Kiss

    This was a fast 400 frames couple animation I did while I was trying my camera plugin. It's quite inaccurate and needs to be cleaned, I did just to take a look at the camera effect so I didn't care a lot about details. But someone liked it and told me if I could share it, so here it is.
    Here's how it appears in game:

    I included both the nif exports and the Blender file, mounted on vanilla bodies and skeleton.
    As a newbie, I see animations imports / exports quite abstruse to work with, as many other things in Blender. I did this following the great tutorial made by Labrat (I can't find the link... but it's here in LL). So, if you like animations and rabbits don't scare you, I really suggest you to take a look at that tutorial.
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.



  16. Interior retexture - 3 set

    These are some little retextures I did while creating Alice. Nothing great, if you hear me, but maybe someone could still like them and use them. I mainly did them to reduce the sensation of deja vu I usually have when I enter in new buildings ("oh... this is not a station, this is the Sarsaparilla Factory!").
    Keep in mind this:
    - Some textures are twice the resolution of vanilla
    - Some textures lack of Normal Maps because I liked vanilla ones over them, it allowed me to reduced the size
    - A LOT of textures lack of MipMaps (because of the size thing...) but you can easily do them in few clicks with GIMP or Photoshop. Or don't use them if you can stick with it.
    Unpack the content inside Data, it will create meshes\LL\etcetc. and textures\LL\etcetc. I included meshes with already the path changed, so it's less work for you. They could have different names, but still they include the original name on them, so you can easily understand which tile are they corresponding when you'll create a new tile ID in the GECK.
    There are 3 sets, here some pictures of how they appear ingame:
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.



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