Is making a whole new weapon too complex for a newbie?

InTheOnlineAsbestosSuit

Look, Ma! Two Heads!
I want to get into making my own Fallout 3 mods, starting with making a couple of custom weapons. However, I have no experience with moding the new game. I've done some moding for Fallout 1 and 2, but it's obviously a whole different ball game to mod for the Bethesda engine.

In the real world, I'm a gunsmith. So, I want to put some of the guns that I've created into the game, starting with my .357 custom Ruger Blackhawk:

IMG_4011.jpg


I assume I'd have to make whole new models and probably animations. I figure that the reload animation would be the most complicated: it's a single action, so you'd have to load the rounds individually through the loading gate on the right side of the gun. I figure that if it was too complicated to do that, in an early version of the mod I might just do something simple for it, like have the gun hand drop down ala Goldeneye for about 20 seconds and come back up.

Either way, I imagine it'd be a pretty decent amount of work to do it well. Which I wouldn't mind doing, I just have no idea how. Is the process too complex for a newbie to learn? Should I start with something simpler?
 
Well, if you don't change models, it is very easy. Everyone can do this.

If you want to change models, you need a) the right tools (Blender or 3DS Max) and b) experience in creating new 3d models. If you have both, you need to learn how to export the models from the programm into a Fallout 3-friendly format. This is the most hardest part, in fact. I haven't done this since a while now and already forgot the most...

...anyway, creating new animations for reloading, etc. is not possible. I mean, sure, you can create new animations. But in doing this, you have to overwrite some other animations, which might have a bad influence on other weapons, etc.

The normal Fallout 3 weapon mod does only include a new weapon and uses default animations. It's really the "easiest" way, even if totally ugly for some special weapons, like if they have a Bullpup-Design or so.
 
Lexx said:
Well, if you don't change models, it is very easy. Everyone can do this.

If you want to change models, you need a) the right tools (Blender or 3DS Max) and b) experience in creating new 3d models. If you have both, you need to learn how to export the models from the programm into a Fallout 3-friendly format. This is the most hardest part, in fact.

Alright, so I guess the answer to my question is yes, since I'd probably want to create a new model and something as complex as the above shown pistol would be pretty tricky for someone with zero 3d modeling experience. But I'll start tinkering with the programs and sooner or later I'll get it. I'll probably just make a version of the mod to start out based on the already existing revolver in the game and go from there as I get in more practice with modeling.

EDIT: just downloaded Blender. Anyone have any good tutorials for getting started in 3d modeling to recommend? I found a couple on youtube but they were a little hard to follow because there was no audio.
 
InTheOnlineAsbestosSuit said:
EDIT: just downloaded Blender. Anyone have any good tutorials for getting started in 3d modeling to recommend? I found a couple on youtube but they were a little hard to follow because there was no audio.

Its totally possible to create a custom design without too much hassle.

What you will need first is the weapon model.
Then you'll need to download and install the GECK, and familiarize yourself with all of the files that are necessary to get your gun working in the game.

If you are making a pistol, it might be easiest to load up a pistol and swap out just the base mesh for the gun ~that's not the best way (the Havok mesh will be wrong), but you can improve on it later when you have some experience.

Noob to Pro is great, and so is Blender to Fallout, but consider a book like
"The Essential Blender"

Consider getting the paperback with the CD and the illustrations.

Blender is a tough tool to learn on, but its really good.

This is a gun that I made last year, it was the first FO3 mod I did...
[youtube]http://www.youtube.com/watch?v=Al3qhaMHn6A[/youtube]
[youtube]http://www.youtube.com/watch?v=eTzfyevGNtI[/youtube]
 
InTheOnlineAsbestosSuit said:
In the real world, I'm a gunsmith. So, I want to put some of the guns that I've created into the game, starting with my .357 custom Ruger Blackhawk:
IMG_4011.jpg
You built that…amazing, can you explain the process to us less talented ones. Do you have photos of the various stages, and the workshop? Sorry I can’t help regarding Fallout 3 modding, but with a skill such as yours why would you want to make imaginary weapons when you can build the real things. :shock:
 
As far as I'm aware, the two pre-existing wheel-guns in Fallout 3 (the .32 and .44) reload via the use of speedloaders. As you stated, this is not what you desire and as such would require a fair bit of work to be able to reload in the desired manner (if at all possible).

However, if you can bear with the characteristics the .44 Revolver has, I would recommend editing the file for that- essentially just changing the 3d model that it uses- and change the Editor ID (once you press OK, if there is a new editor ID it will prompt you as to whether you would like to create a new item; you should select 'yes').

This would only require you to create a new 3d model (perhaps based on the pre-existing one), and not go on a wild chase with animating etc. So long as both weapons are of a similar size/shape (there shouldn't be too much difference) I see no reason as to why this wouldn't work.

Obviously, the easier/ less work you put in, the further you push yourself away from what you originally wanted... you asked the question citing yourself a newbie, so this is probably the most workable solution. In any case, I could hardly regard myself as anything better, so by all means take someone else's advice in higher regard.
 
Ali Legend said:
... essentially just changing the 3d model that it uses- and change the Editor ID
... this is probably the most workable solution.
This is good advice for one's first mod; You can always refine it later ~first get it to work at all...
 
Prosper said:
I tried to make something.
That's a neat start . You could use it as is to learn the process of swapping meshes in Nifskope, and have it working as a weapon in the game. (textures will look funny, but that comes later) :ok:
 
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