medical supplies

CrazyAce

First time out of the vault
I'm playing with the Everybody Bleeds mod by Kryth and I love it, shoot a person from afar and watch them bleed to death, but when the player gets hit, the user can use Simpacks to heal them self's and heal crippled limbs, but what if that was changed to make the player in having to use medical supplies from the good ol fashioned Fallout games to patch up crippled limbs and stop the bleeding and just use the Stimpacks to recover HP only? It bummed me out that Bethesda developers never included these items or feature to begin with.

What I'm doing now is modeling and texturing and the textures will still need a few upgrades, but that can wait till later.

First Aid Kits:
http://a.imagehost.org/view/0501/1staidkitrender

Doctors Bag:
http://a.imagehost.org/view/0600/betabag

Field Medical First Aid Kit:
http://a.imagehost.org/view/0331/Feildkit_render

Paramedics bag:
http://a.imagehost.org/view/0739/render

I can use help in exporting these items, if any one is interested just ask for the models and I will send them with the UV maps.
 
Thank you, I was about to ask the F3C modelers for first aid items. If you'd like to get in touch with them, PM me. ^ ^
 
CrazyAce said:
I It bummed me out that Bethesda developers never included these items or feature to begin with.

Too busy making the House: Love Machine theme, I guess.
 
Oh hey, sorry I missed this. I thought no one was interested in these ideas. I only got 2 replies from Bethesda forums and none over at nexus.

I just finished exporting the first aid kit and Nifscope sees the mesh with the texture, but the GECK still doesn't recognize the mesh...

A few things I can use help with is where to put the medical items once I get a successful import to the GECK? Are stimpacks indigestible? Where are the stimpacks located at in the GECK?

Below is a screen shot, on the left is what the GECK sees and on the right is what NifScope sees:

http://f.imagehost.org/view/0405/Untitled-1

It was a pain in the arse to create a texture map just for this mesh... :crazy:
 
And you are sure that the mesh is in the right directory?
 
content for geck needs to be in the proper master directory first, then after that the individual directory structure can vary wildly.

textures -must- go in /data/textures/, but that path is 'understood' in geck, so you do -not- need to state /textures/ at the beginning for geck, otherwise it thinks you're pointing to /data/textures/textures/. same goes for meshes, which is /data/meshes/.
 
I'm not sure; I have the mesh located in:

C:\Program Files\Bethesda Softworks\Fallout 3\Data\meshes\Medical Supplies\1stAidKit

and the texture in:

C:\Program Files\Bethesda Softworks\Fallout 3\Data\textures\Medical Supplies\1stAidKit

Is this right? Also I think the GECK doesn't recognize it because I did an export from 3ds max as an Oblivion NIF instead of a Fallout 3 NIF, I then opened the mesh in NifScope, selected the texture and the _n texture to apply to it and saved it to desktop, then cut and pasted the mesh back to the directory listed above as with the textures.
 
don't shoot me in the foot for this, but try replacing that space with an underscore (_)
 
:shock: Hu..? Sorry I'm dense this morning. I’ve been up all night trying to figure a good way to make a texture map for Lexx’s Flamethrower.
 
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