My Fallout: New Vegas Mods

So Lexx. What has held modders back from transferring Oblivion or Skyrim horses to New Vegas? I understand the riding mechanic is hard to pin down, but what about the animations and textures? Should be fairly simple texture and mesh wise, legal matters aside of course.
 
You mean like this?







Official answer I found everywhere from any modder is... "you are not allowed to port content from other Bethesda games." Yes, it's extremely bullshit. I'll doubt Bethesda would give a fuck about it anyway, unless you rub it into their faces. If I had the skills, I'd create a new horse 3d model and take the animations from Skyrim. Nobody would ever really notice it...
 
Last edited by a moderator:
You mean like this?







Official answer I found everywhere from any modder is... "you are not allowed to port content from other Bethesda games." Yes, it's extremely bullshit. I'll doubt Bethesda would give a fuck about it anyway, unless you rub it into their faces. If I had the skills, I'd create a new horse 3d model and take the animations from Skyrim. Nobody would ever really notice it...



Never saw those before. I hate for the modding community to be held back by bullshit like that.

There are places to upload mods like that, but not on Nexus obviously. I used to go to VGUnderground, I think it was called, to get the Dragbody armors and facemasks. They always use content from other games, yet none of them have done a mod like that, with rideable horses and animations (to my knowledge). Probably because it is easier to rip textures as opposed to ripping everything else.

I guess it is harder to find mods like that because usually the forum/website is private or membership is required to download.
 
Last edited by a moderator:
Updated Betsy. You can now turn her into a walking Radio New Vegas broadcaster.

59265-0-1434814165.jpg
 
Aaaand... Just uploaded a new version of my Betsy mod. It's main purpose is to add a fail-safe mechanism for one of the new NPCs. Depending on the player using mods like Freesie Open, he could spawn in the wrong cell, making it impossible for the player to reach him, and therefore making it impossible to finish the companion quest. Originally I've added a compatibility patch for that, but people are unable to read... so now I've used the crowbar to workaround this issue.

Still makes me kinda happy though, as I never liked to have an extra compatibility patch.
 
Back
Top