About this mod
This file will place liberty prime in the nvgeck ready for locating game. It will also enable you to port prime based mods into nv from fallout 3 w/o too much mucking around.
- Permissions and credits
Author: hardkopy
Soon changing nic to LivingGhost due to being a medical anomally.
Version: 1.0
Date: 20/12/2010
Cateogry: Creature
Requirements:
Fallout New Vegas The Game
This mod requires NVSE version v1.0 beta 5 or higher.
Please read the requirements for installation and use of NVSE, here http://nvse.silverlock.org/
There are 3 files within the archive. 2 Serious ones and 1 Fun one!
"If you don't eat your meat You can't have any pudding!"
PinkFloyd (yea I'm that old) I even met Elvis.
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Test System Specs
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Please scroll to the bottom if interested.
File 1 and 2 (Master File and associated BSA))
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Archive Contents
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LibertyPrime.esm
This file contains the following...
Creature (Liberty Prime Bodyparts, Stats, Traits etc)
Explosion (explosion effects)
Form ID List (New Form ID's for everything, FNV does not like the old ones from Fallout 3) even though the files were included in its bsa.
Furniture (Markers for special actions)
Projectile (Laser and bomb effects)
Sound (all voice and effects sounds)
Static (destroyed Prime body parts)
Weapon (laser and bomb models)
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LibertyPrime.bsa
This file contains the following...
Meshes - Creatures - LibertyPrime
Meshes - Furniture - LibertyPrime
Textures - Creatures - LibertyPrime
Sound - fx - fx - impactlibertyprime
Sound - fx - npc - robotlibertyprime - foot
Sound - fx - voc - robotlibertyprime - combat
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Description
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Modders Resource;
The LibertyPrime.esm places LibertyPrime in the NVGeck for you to manipulate and locate in game. Liberty Prime (although included in FNV) was not implemented and broken.
I have included a test file MFRideablePrime (Eddy by MetalFreak) which is reliant upon my LibertyPrime.esm and located within the game beside the GS Garage. I chose to create a master file so you can port other Prime style companions such as "JNF Blaze" over to Fallout New Vegas just by adding LibertyPrime.esm as its Master to your own Mod.
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Install; LibertyPrime.esm LibertyPrime.bsa "ONLY"
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1. Open the archive (I use 7zip, google it)
2. Drag and Drop both files from the archive.
to (install folder)\Fallout New Vegas\Data\
[If you didn't understand that, you either need a wet nurse or, you do not understand english, in which case I apologise for not knowing your language.
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Usage For modders
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1. Fire up the NVGeck.
2. Activate your mod.
3. Check LibertyPrime.esm as a Master file.
4. Wait for Loading to finish.
5 Navigate to Creatures Robot LibertyPrime.
6. Manipulate at will
Alternatively, if you are making a new mod, just check LibertyPrime.esm and OK. The resource will be there to use once the loading is finished.
To work on LibertyPrime.esm as an esp file, fire up FNVEdit and remove the ESM flag from the header. Then just rename the file to .esp extension. When finished making your alterations, restore the esm flag within FNVEdit and rename the extension back to .esm. Be sure to check for conflict and errors before saving.
If you are porting a prime like mod from fallout 3, change everything within the ported mods esp to my form id's and alter paths accordingly.
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Un-Install [CAUTION]
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if you do this, all mods associated with Libertyprime will be broken as there is no substitute for the master file I have provided.
1. Remove all mods associated with liberty prime.
2. Delete the esm and bsa associated with this mod from your Data folder.
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Fun Stuff (your patience has been rewarded)
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File 3 (Optional but no fun w/o it))
unless like me, modding is more fun than playing.
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MFRideablePrime Details
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MFRideablePrime Ported to NV.
Gives you a Frikken huge robot (scaled down) that you can control or switch to auto mode, sit back and enjoy the ride while Prime wastes everything that comes near him and chases those who don't.
The mod is stable and has been tested by walking from GS to JacobsTown wasting everything along the way. The target reticule (small flame) is a little off but its the closest I can get it w/o messing up the calculations.
Changes to actual esp...
Made file dependant upon LibertyPrime.esm.
Corrected Form ID's and paths to match those in the LibertyPrime.esm.
Reduced the size of the target reticule (Small flame).
Altered Targeting parameters.
Located in Game.
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Usage
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E = Activate (this shrinks the player and places the camera above and behind Prime giving the player control of Prime.
WASD for navigation (will traverse hills (and boundaries if you have them turned off).
Left Mouse Button fires laser. (targeting not bad)
Right Mouse Button throws a Bomb "Nuke" (targeting appalling)
Capslock turns on auto Combat (Prime will chase enemies and gib them. you just sit and enjoy the ride.
Jump = Exit Prime, rescaling and returning control to the player.
[The original Readme file is included within the archive].
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Install: MFRideablePrime (Eddy)
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1. Open the archive
2. Drag and Drop the MFRideablePrime.esp from the archive to
\Fallout New Vegas\Data\
3. Start Fallout New Vegas Launcher or FOMM (GEMM), click 'Data Files', place a checkmark beside the MFRideablePrime.esp "AND" LibertyPrime.esm.
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Un-Install: MFRideablePrime "ONLY"
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1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the MFRideablePrime.esp.
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Compatibility
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No compatiblity issues so far.
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Bugs/Issues
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LibertyPrime.esm;
No know issues so far, please let me know if you find any.
MFRideablePrime;
I did recieve a "Child can't use this" message after using Prime to wipe out a gang of fiends. This is probably due to rescaling of the player but as it only happened once, I did not investigate it.
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History:
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1.0 20/12/2010 - Initial and Final Release
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Contact:
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PM
out4coffee@gmail.com
Please be patient when awaiting a reply because I do not have the internet at home and am forced to rely on an icafe (full of CODHEADS) for internet usage.
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Credits:
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Thanks to Bethesda and Obsidian for creating Fallout 3 - New Vegas.
Huge Thanks to Ian Patterson, Stephen Abel and Paul Connelly
(ianpatt, behippo and scruggsywuggsy the ferret) for Fallout New Vegas Script Extender (NVSE) with which the files contained herein were compiled, conflict tested and cleaned for use.
Another Huge Thanks to Miax And JustinOther for compiling Fallout New Vegas (FNVEdit) Training Manual (you guys have made using FNVEdit a walk in the park)
Thanks also to Illyism for the rideable creatures script.
MetalFreak for (Eddy) MFRideablePrime containing the rideable creatures script.
Special Mentions to Veliv,J3X, halo4life, AndyW, JackPack, Iron386 for helping me understand the principles of coding and modding the fallout game series.
Nexus network for providing awesome modding venues.
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Tools Used
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NVGECK
FNVEdit and Training Guide
Readme Template by Insanitysorrow modified for my use.
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Next Public Project
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J3x Chimera Tank. Finished and working in game but as the Chimera Tank model is DLC content (and SUCKS), I will have to change the model to something more appropriate to the Mojave. A HummVee maybe. It will still be J3X mod and will still act as he intended, it will just look different and maybe have a few extra's.
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WIP Status Projects
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1. CrushOverwrite has kindly giving me permission to use his meshes and textures from the "I Am Robot Mod" for my up and coming Robot Race, complete with working city which allows the player to start with a valid history that ties in with the Fallout New Vegas opening scene for both male and female characters and also integrates with the main quest structure. This will not be compatible with Animated Prostition and its hybrids because the robot body is your body and robots don't get boners, although a master mechanic could possibly change that.
2. BadLands Style Travel, allows the player to select a variety of vehicles from terminals located at all Posieden Garages throughout the Mojave. These vehicles will be self driven in realtime and can only be used outdoors. There will be a mechanic (merchant) at each garage to refuel and sell parts for ongoing vehicle maintenance. You will also be able to perform realtime repairs to your vehicle if you don't like the Cooters prices, however you will be charged for using the work bay and depending upon your repair skill, you may break down in some very unforgiving places..
TEAM OF ENTHUSIASTIC MODDERS WANTED! voluntary as in unpaid.
I can only do so much and to that end, I am looking for modders who are enthused about having dynamically controlled vehicles in the game. Up until and including today, I have been using Bethesda creature skeletons which are less than adequate but they work. Dynamic vehicles are a reality if I can find the right people. The following will include...
Modeler - animator
Duties; To make various vehicles complete with controlled animation sequences such as locomotion, opening doors, trunk, bonnet etc and steering. A unique creature skeleton for each vehicle type (land sea air) must be developed to allow the player to be seated within (or on top of) and have full control of its facilities. Collision parmeters must be tight and allow the player to enter - exit vehicles etc.
Texturer
Duties; To make and apply unique textures to the above vehicles.
Coder
Duties; To develop and compile scripts based on the above concepts.
General
Worldspace creator, Quest developer
Executive Producer
Duties; Manage and run the mod, keeping everyone involved up with the latest developments.
Web Designer Master
Duties; design and manage a website and find a free resource on which to place it.
OK! Its a big ask. I made the same request a year ago for fallout 3 but it didn't happen. The problem most probably lies with me, because I do not communicate well which is why I need someone to manage the projects based upon concepts leaked from my addled brain.
If your interested, scroll up for my contact details.
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My System Specs;
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Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3
Language: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
System Model: GA-MA78GM-US2H
BIOS: Award Modular BIOS v6.00PG
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+, MMX, 3DNow (2 CPUs), ~3.0GHz
Memory: 3198MB RAM
Page File: 700MB used, 5662MB available
DirectX Version: DirectX 9.0c (4.09.0000.0904)
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Display Devices
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Card name: NVIDIA GeForce GTX 465
Manufacturer: NVIDIA
Chip type: GeForce GTX 465
DAC type: Integrated RAMDAC
Display Memory: 1024.0 MB
Current Mode: 1360 x 768 (32 bit) (60Hz)
Monitor: Plug and Play Monitor
Monitor Max Res: 1600,1200
Driver Name: nv4_disp.dll
Driver Version: 6.14.0012.6089 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 10/8/2010 21:30:00, 6358784 bytes
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Standard License/Legal
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Many models supplied with this mod are the property of Bethesda Game Studios. They are modified and adapted versions of Fallout 3 models, and cannot be used in any context other than a G.E.C.K. based modification without the express written permission of Bethesda Game Studios and their partners.
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Mod Specific License/Legal
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LibertyPrime.esm
This file is free use (That means you DO [NOT] NEED TO ASK PERMISSION) and as it contains references to the above written models, it is useless without them. If you do decide to use it in your mod, please credit me (hardkopy) accordingly.
MFRideablePrime (Eddy)
The Script and methods used are the property of Illyism - www.project-valhalla.org. No permission is required, however, please grant credit to the original author if you decide to use it in your own mod.
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Finally
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You are awarded my utmost respect and admiration for reading all of the above crap. My hat is off to you. Now go kick some arse or shake your booty or whatever it is that you do.