someone needs to find a way to port oblivion to FNV's engine, patch Morroblivion to work with it, then combine that mess with TTW so we can play all 4 games in one messy experience
Sure I could but it would take weeks to write and I'd be shocked if a single person managed to follow through judging by the feedback I got on horse mod. And of course the gameplay and many assets are not directly portable and would have to be rigorously edited or remade from the ground up.
@DuncanWasHere I'm 100% sure that someone would be dedicated enough to do it and then make a tool (like TTW) to automate the process for others. Is there a tutorial for getting the entire map of Oblivion into FNV? I just want to explore the map with FNV mods and guns. Now that I think about it, there is a tool to port from FNV (and any mod attached i think) to FO4. So with enough time we could get Oblivion in FO4 through both tools LOL.
I think you are vastly underestimating the amount of work that went into the TTW installer, and converting oblivion to the fallout engine is much, much more complicated.
I hope one day you can release just the map and creatures as a part crossover. I would genuinely adore something like that. I'm way too dumb to try to do all the files and stuff, but if you ever get some kind of release for something similar, id die happy. I wanna hunt minotaurs in the wild with my anti material rifle
90% of the way worked out of the box after converting with the tool and adding the records ingame, the only thing i'm not able to figure out is making the hairs colorable, apparently you just have to set the _hl textures on the nif, but instead after adding it to the nif the hair just went black while in the racemenu and nothing changed ingame :\ trying to figure this one out still
Make sure the hair shader flag is enabled too. But you'd be better of just porting hair through Blender since it will need to be refitted for the Fallout head shape.
ooh it was the flags under BSShaderPPLightingProperty completely forgot about those, nice thanks! the update shader flags from sniff made it easy to add the flags, also using sniff to offset in the Y and Z axis most of the hair styles fit just fine and the egm files were surprisingly compatible in my case, saved me a lot of time
I cant seem to get some of the creatures to interact with me. I converted the minotaur and clanfear creatures but I cant seem to talk to them at all or even target them. Can someone give me a hand? The animations are there, the skeleton is there, but nothing.
1) Make sure the skeletons have BSFadeNode as root, not a NiNode. You can right click and convert them in Nifskope. 2) Make sure the GECK base form flags are set properly. There is one called something like "allow PC dialogue" you might be looking for.
It was the first one that was the problem, but now the creatures dont attack or anything when they are following me. They just run around and stand there and take it. I am so close to making a long ambition of mine come true. As well as months of work. Is there something I am missing?
I'll give you a hint. actors need AIM animations to be able to attack. Aim should be the sequence name iirc. I had good results with renaming the Oblivion combat idle KFs.
Gonna be incredibly helpful since now people can get some of the companions from Skyrim, Oblivion, and hell even older games over to this. Gonna guess that may even make modded companions possible as well. Such as Keira. https://www.nexusmods.com/skyrimspecialedition/mods/28127?tab=description
This looks awesome. I always wondered if Oblivion could be converted into Fallout 3 and New Vegas, since all three games basically have the same engine and graphics.
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Oblivion was a great game but the gameplay and graphics are just so outdated.
2) Make sure the GECK base form flags are set properly. There is one called something like "allow PC dialogue" you might be looking for.