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Skyrim Model Use

General mod discussion and requests.
Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Skyrim Model Use

Post by Senterpat » Thu Mar 27, 2014 9:48 am

I'd love to see a mod using Skyrim resources for fallout. A lengthy installation with extracting files from Skyrims bsa would even be worth it. Some retextured deer, rabbits, more dog variants, harvestable plants, additional foliage, ambient sounds. The list goes on :P Would there be any legal issues with making a mod like that? I've seen mods on the Nexus requiring similar installations with FO3 files. 


If it would be legal, if someone would be willing to do some fallout-y retextures, I'd do the rest of it :D


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Call me Pat. Senterpat is too much to type.

retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

The problem isn't legal if

Post by retlaw83 » Thu Mar 27, 2014 2:40 pm

The problem isn't legal if you use an installer or instruct people to yank the assets out of their Skyrim copies. The problem is, so far as I know, Skyrim nifs handle things like textures differently than Fallout - I don't know if you could get them to display properly.


As for sticking in creatures, that's a no-go - you'd have to make brand new animations for them.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Are the skyrim animations not

Post by Senterpat » Thu Mar 27, 2014 7:58 pm

Are the skyrim animations not compatible? If I'm gonna have to learn animation, I may as well just use some free 3d model resources and ease up the install.


 


If I do this, I'm planning on retexturing them anyways, what the problem with the textures?


Call me Pat. Senterpat is too much to type.

sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Skyrim uses the old (FO3/NV)

Post by sesom » Thu Mar 27, 2014 10:53 pm

Skyrim uses the old (FO3/NV) and a new animation system. So some would be compatible. Still simply using the kf files from Skyrim (even converted) would als be not legal. And yes it is recognizable.


Sorry your idea doesn't work out. You can do it surely for yourself.


But releasing such a mod can bring you in serious troubles.



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Dang, looks like it's time to

Post by Senterpat » Fri Mar 28, 2014 5:16 am

Dang, looks like it's time to learn animation :P


Call me Pat. Senterpat is too much to type.

rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Senterpat wrote:

Post by rockitten » Fri Mar 28, 2014 12:57 pm

[quote=Senterpat]


 


I'd love to see a mod using Skyrim resources for fallout. A lengthy installation with extracting files from Skyrims bsa would even be worth it. Some retextured deer, rabbits, more dog variants, harvestable plants, additional foliage, ambient sounds. The list goes on :P Would there be any legal issues with making a mod like that? I've seen mods on the Nexus requiring similar installations with FO3 files. 


If it would be legal, if someone would be willing to do some fallout-y retextures, I'd do the rest of it :D


[/quote]


Senterpat, instead of porting the stuff from the original game, it is more "legal" if you convert stuff from mods for skyrim or obivalion (OB shares the same engine with FNV, which makes porting very easy) under the original modder's concent.


Indeed, there are plenty of body mods or consume mods in FNV are converted from that 2 game and NEXUS is fine with it. So the fact is: porting stuff from the original game will get you fired, porting better stuff from their mods will get you fly.

-

And if you really like my suggestion, would you please get cute kitties back to fallout world please? I am a cat person and I HATE DOGS.



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Also here you have to be very

Post by sesom » Fri Mar 28, 2014 6:39 pm

Also here you have to be very careful. As I said animation files are recognizable too. If the mod which is your mod based on uses original textures, meshes, animation from the other game it will be recognized.



Sure if all is original the no problem.


For example my Iguanas for FO3. They use a original mesh, original texture but are based on the animations and skeleton of the molerat. You can see it easily if you have both nearby on screen.



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Shardoom
Posts: 117
Joined: Sat Jun 22, 2013 11:06 am

Doesn't it just fall into the

Post by Shardoom » Fri Mar 28, 2014 9:15 pm

Doesn't it just fall into the same 'grey area' that TTW itself is resting in though?


As long as no files are uploaded with the mod itself and people have to move files over from their legitimate copies then it's above board right?


Or am I missing something?



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

That would mean writing an

Post by sesom » Fri Mar 28, 2014 9:59 pm

That would mean writing an installer as jax for TTW did or give manual instructions to do it.


Not easy to support a mod like this as we know from experience here :) .


But yes this wouldn't produce legal troubles. Still Nexus wouldn't be very happy about as it isn't with TTW. The rule in Bethesdas license agreement for geck is to not use any assets from another game (even if it would be a Bethesda game). That's why TTW isn't on Nexus and no direct link is allowed. TTW doesn't break the rule but could be a bad role model for people who want to or don't care. There where a ton of mods for NV which used FO3 content directly (and presumably still are but aren't detected yet). This mods can cause rightfully the shutdown of Nexus from Bethesda.



Nexus makes the exception for games where it is explicitly allowed to do so (Stalker) and tolerates it.  But actually I don't know any other game except Stalker where it is.



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

Senterpat wrote:

Post by retlaw83 » Sat Mar 29, 2014 9:39 pm

[quote=Senterpat]


 


Are the skyrim animations not compatible? If I'm gonna have to learn animation, I may as well just use some free 3d model resources and ease up the install.[/quote]


Instead of the current animation system, Skyrim uses animations based on Havok physics.


 


[quote]If I do this, I'm planning on retexturing them anyways, what the problem with the textures?


[/quote]


The way they're encoded into the NIF file differs from the way Fallout and Oblivion do it.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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