Looks like the GECK is here...

Recommended Videos

Toner

New member
Dec 1, 2008
147
0
0
Rajin Cajun said:
Thank God! I can now fix power armor so it doesn't suck fuckin ass anymore.
I love the 'You are too dumb/stupid to put these pieces of metal over your body until some Soldier "trainer" has spent 15 seconds on how to open it.' perk. Honestly, one of the worst cop-outs in the game, along with the depressingly constrictive ending(s).

Something that'll make it wearable any time, yet give a better DR once the training has been completed would be a nice one, or something like a decrease in speed / accuracy until they receive the "training". Bethesda had a lot of options as to what to do with this...but they chose the one that would least bugger-up the leveling system I guess.
Of course now everyone will be playing around with that system, something like described above could work + be better than the current 'You are too stupid to wear this' rubbish.
 

sallene

New member
Dec 11, 2008
461
0
0
Toner said:
So, any thoughts on what kind of mods you hope / expect to arrive soon?

And are there any budding modders here at The Escapist who have some epic ideas that they'll be working on?
I am actually going to try and create the Wanamingos from fallout 2 and put them buried in a cave with a broken containtainer/capsule that you can also get a alien rifle from.


Edit - Also, I am giong to a few more pop culture sci-fi references into the mod, that is one thing I thought was lacking with 3. there were some, but not alot and they were more subtle in some cases.
 

Toner

New member
Dec 1, 2008
147
0
0
sallene said:
Toner said:
So, any thoughts on what kind of mods you hope / expect to arrive soon?

And are there any budding modders here at The Escapist who have some epic ideas that they'll be working on?
I am actually going to try and create the Wanamingos from fallout 2 and put them buried in a cave with a broken containtainer/capsule that you can also get a alien rifle from.


Edit - Also, I am giong to a few more pop culture sci-fi references into the mod, that is one thing I thought was lacking with 3. there were some, but not alot and they were more subtle in some cases.
Ooh, Wanammingos will be a nice touch, didn't even think about those until now!

With the reference thing, some people loved more in Fallout 2, some said that it detracted from the reality of the game too much. Personally I loved the random references in Fallout 2, and seeing more of those style would inject some much-needed humour (albeit obscure) into it.

Gauss weapons I think will have to get crowbarred in somehow. There are some mods out now with weapons that are getting there look-wise, but for the full shebang it'll need to have its own ammo, unique firing sound (probably nabbed from Fallout 2 if allowed to do so), fire + reload animation, etcetc.

One other thing that's sorely missing...is the Bozar. Why oh why did it go? *cries*
 

sallene

New member
Dec 11, 2008
461
0
0
Toner said:
sallene said:
Toner said:
So, any thoughts on what kind of mods you hope / expect to arrive soon?

And are there any budding modders here at The Escapist who have some epic ideas that they'll be working on?
I am actually going to try and create the Wanamingos from fallout 2 and put them buried in a cave with a broken containtainer/capsule that you can also get a alien rifle from.


Edit - Also, I am giong to a few more pop culture sci-fi references into the mod, that is one thing I thought was lacking with 3. there were some, but not alot and they were more subtle in some cases.
Ooh, Wanammingos will be a nice touch, didn't even think about those until now!

With the reference thing, some people loved more in Fallout 2, some said that it detracted from the reality of the game too much. Personally I loved the random references in Fallout 2, and seeing more of those style would inject some much-needed humour (albeit obscure) into it.

Gauss weapons I think will have to get crowbarred in somehow. There are some mods out now with weapons that are getting there look-wise, but for the full shebang it'll need to have its own ammo, unique firing sound (probably nabbed from Fallout 2 if allowed to do so), fire + reload animation, etcetc.

One other thing that's sorely missing...is the Bozar. Why oh why did it go? *cries*
Yeah, I forgot about the bozar too. And gauss weapons. Yeah I will definetly have to take a crack at making those.


Also more plasma weaponry. The lack of plasma weaponry throughout the majority of the game needs to be fixed.

Ooooh, and the Solar Scorcher as well!
http://fallout.wikia.com/wiki/Solar_Scorcher
 

Toner

New member
Dec 1, 2008
147
0
0
Rajin Cajun said:
Thank God! I can now fix power armor so it doesn't suck fuckin ass anymore.
I feel kinda silly quoting this again, buuuut....

Multiple Ways to Attain Power Armor Training [http://www.fallout3nexus.com/downloads/file.php?id=1413] by Gryphono has already added 2 alternate ways to get Power Armour training that don't require you to progress through the Main Quest line, one involving the Brotherhood Outcasts at Fort Independance, and the other involving the pristine T-51B in Fort Constantine.
All we need now is people to think about how to change its usefulness (yet still have it equipable) without the training, and the jobs a good'un.
 

Toner

New member
Dec 1, 2008
147
0
0
KneeLord said:
ygetoff said:
i just wish the day will come when developers will realize that all gamers are created equal, and they put out this cool stuff for consoles.
Do you want to write code with a 360 or PS3 controller?

EDIT: And beyond that, actually look at some of the tutorials in the GECK Wiki and imagine trying to do that editing and coding on a console. If you plugged a USB mouse and keyboard into a 360 and had a way to access the XP OS thats under the hood... maybe...

But just to get to that stage, consider the logistical nightmare and ask yourself, "would most of the people I've met on Live (or PSN) have the intelligence and commitment to developing worthwhile 3rd party content?"
360 / PS3 compatible keyboards would rock for this kind of thing. Really.
They have 360 controllers that are compatible with the PC, why not do the reverse and set up some keyboards?

Sure the modding process would still be an absolute pain (probably having a lot of constrictions in the Modding Software to ensure it'll work for the game without having to debug it all loads of times), but something basic could possibly work? *shrug*
 

Anton P. Nym

New member
Sep 18, 2007
2,611
0
0
Here's another question; how would anybody share a GECK-modified level from a console? It's not like either Microsoft or Sony are going to welcome unsigned and untested code on their console-dedicated networks... and I doubt that Bethesda is willing to test user-generated code and send it on to certification by either company.

No, the GECK is rightly restricted to the PC; it's simply the best platform for this particular job, one that has the better interface and the fewest risks of damaging the game for others.

-- Steve

PS: modding is not for the faint of heart; I never did complete a mod of my own, giving up when my levels wouldn't compile properly. *sigh* I just don't have the right mindset for working with that code.
 

Toner

New member
Dec 1, 2008
147
0
0
Anton P. Nym said:
Here's another question; how would anybody share a GECK-modified level from a console? It's not like either Microsoft or Sony are going to welcome unsigned and untested code on their console-dedicated networks... and I doubt that Bethesda is willing to test user-generated code and send it on to certification by either company.

No, the GECK is rightly restricted to the PC; it's simply the best platform for this particular job, one that has the better interface and the fewest risks of damaging the game for others.

-- Steve

PS: modding is not for the faint of heart; I never did complete a mod of my own, giving up when my levels wouldn't compile properly. *sigh* I just don't have the right mindset for working with that code.
I have to agree that the PC is the platform of choice for modding and the use of mods, it's just "gah." that there isn't any rudimentary ways that the consolers can get anything from it.

And I second the 'modding = damn tough' notion. All I've ever really done with Oblivion/Morrowind is change some values here and there and some VERY simple new areas, although I'm going to try and get into this GECK as best I can. The tutorials are a god helper for newbies like me, and places like the Fallout 3 Nexus have some really great modders there who have also done some tutorials for the basics.
 

searanox

New member
Sep 22, 2008
864
0
0
waffletaco said:
Is there no way to transfer mods to the 360 HDD and have it work with the 360 version of Fallout 3?
Nope. It's not going to happen. Not only is the interface of the editor very complex (too much so to navigate comfortably with a console controller), but the editor is also powerful enough to change pretty much everything in the game (save for what's hard-coded into the engine, like animations).

Furthermore, modding Oblivion and Fallout 3 is very easy on the PC (you basically drop the new files in the game directory and make sure they override the original ones), on the Xbox and PlayStation 3 I wouldn't be surprised if it's impossible simply because the way the game is streamed off of the disc. Fully installing it on the hard drive only more or less emulates the use of the DVD drive, so that doesn't change the issues with the way the game's directory structure and files are set up. In otherwords, while yes, you could program a custom interface for the console versions of the game, it would probably be pretty tough to do so and ensure stability.

Another problem is simply in the fact that Microsoft and Sony don't want user-generated mods on their platforms. Certain games that have their own editors (like what's seen in Far Cry 2) ship on the same disc and are comparatively pretty simplistic - they don't let you mess around with AI, scripting, etc. and basically just let you create new maps. This simplicity and strict limiting of what the content creator can do means that it's basically impossible to cause problems, either, whereas poorly-created (or even well-created) mods for Fallout 3 can result in crashes and even corruption of the game files, requiring a reinstall. Microsoft and Sony don't want to open that possibility - they don't want to get sued over consoles that got bricked due to mods. Finally, even if it was possible to play PC-developed mods on the consoles, I doubt they'd allow for it, simply due to security concerns; what's to stop people from putting a virus in a mod?
 

waffletaco

New member
Sep 5, 2008
144
0
0
searanox said:
waffletaco said:
Is there no way to transfer mods to the 360 HDD and have it work with the 360 version of Fallout 3?
Nope. It's not going to happen. Not only is the interface of the editor very complex (too much so to navigate comfortably with a console controller), but the editor is also powerful enough to change pretty much everything in the game (save for what's hard-coded into the engine, like animations).

Furthermore, modding Oblivion and Fallout 3 is very easy on the PC (you basically drop the new files in the game directory and make sure they override the original ones), on the Xbox and PlayStation 3 I wouldn't be surprised if it's impossible simply because the way the game is streamed off of the disc. Fully installing it on the hard drive only more or less emulates the use of the DVD drive, so that doesn't change the issues with the way the game's directory structure and files are set up. In otherwords, while yes, you could program a custom interface for the console versions of the game, it would probably be pretty tough to do so and ensure stability.

Another problem is simply in the fact that Microsoft and Sony don't want user-generated mods on their platforms. Certain games that have their own editors (like what's seen in Far Cry 2) ship on the same disc and are comparatively pretty simplistic - they don't let you mess around with AI, scripting, etc. and basically just let you create new maps. This simplicity and strict limiting of what the content creator can do means that it's basically impossible to cause problems, either, whereas poorly-created (or even well-created) mods for Fallout 3 can result in crashes and even corruption of the game files, requiring a reinstall. Microsoft and Sony don't want to open that possibility - they don't want to get sued over consoles that got bricked due to mods. Finally, even if it was possible to play PC-developed mods on the consoles, I doubt they'd allow for it, simply due to security concerns; what's to stop people from putting a virus in a mod?
Well, I don't have a lot to say about most of that bit. On the last part about putting a virus in a mod, that's something that you have to consider when you download anything from the internet. I have oblivion on the PC and I've never had a mod that was a virus in reality.
 

searanox

New member
Sep 22, 2008
864
0
0
waffletaco said:
Well, I don't have a lot to say about most of that bit. On the last part about putting a virus in a mod, that's something that you have to consider when you download anything from the internet. I have oblivion on the PC and I've never had a mod that was a virus in reality.
Sure, but it's a possibility. The point is that Microsoft and Sony don't want to find themselves open to law suits from people who have had their systems ruined as a result of custom content. It was a huge battle for Epic to get PC-developed user-made maps available on the PlayStation 3 version of Unreal Tournament III (eventually with strict limitations on what you can and can't do), and Microsoft wouldn't allow it period. And, naturally, a full-blown mod that can do anything from insert custom graphics and animation to completely new quests is much different from just a map based on existing content.
 

Theo Samaritan

New member
Jul 16, 2008
1,382
0
0
Fallout 3 has a lot of styling based on Mad Max.

Thus, I demand a nuclear fuelled Mad Max Mobile. The nuclear fuel will avoid having to look for gas and yet would be in cannon =p
 

searanox

New member
Sep 22, 2008
864
0
0
Theo Samaritan said:
Fallout 3 has a lot of styling based on Mad Max.

Thus, I demand a nuclear fuelled Mad Max Mobile. The nuclear fuel will avoid having to look for gas and yet would be in cannon =p
Wait until Rage?
 

Toner

New member
Dec 1, 2008
147
0
0
Theo Samaritan said:
Fallout 3 has a lot of styling based on Mad Max.

Thus, I demand a nuclear fuelled Mad Max Mobile. The nuclear fuel will avoid having to look for gas and yet would be in cannon =p
Hmm, a full-sized car would be quiiiiite tricky to navigate through the wastes, considering a hell of a lot of it is rubble / large rocks.

Someone over that the Nexus discussed possibly making a Motorbike that works (basically making an armour-type item, with a Mortorbike animation on their legs) and I can see that being really useful to get around the Wastes with, especially if you have a mod that disables fast-travel.
 

ygetoff

New member
Oct 22, 2008
1,019
0
0
KneeLord said:
ygetoff said:
i just wish the day will come when developers will realize that all gamers are created equal, and they put out this cool stuff for consoles.
Do you want to write code with a 360 or PS3 controller?

EDIT: And beyond that, actually look at some of the tutorials in the GECK Wiki and imagine trying to do that editing and coding on a console. If you plugged a USB mouse and keyboard into a 360 and had a way to access the XP OS thats under the hood... maybe...

But just to get to that stage, consider the logistical nightmare and ask yourself, "would most of the people I've met on Live (or PSN) have the intelligence and commitment to developing worthwhile 3rd party content?"
honestly, most of the people online on consoles would have the intelligence and commitment. think of XNA for he 360, it already has a lot of games. same thing, in a way. it's the loudmouths who make everyone else look bad.