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AdayDr1en

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About AdayDr1en

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    Fallout NV, BF3, Payday 2
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    Fallout NV, Payday 2, S.W.A.T. 4.

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  1. disabling link in meantime. anyone interested can message me for it.
  2. https://www.nexusmods.com/fallout4/mods/47013?tab=posts this mod. i sent the author high poly hair meshes from the game, converted from deus ex mankind divided tools. but he is busy, obviously. graphics prostitute, so i really want the high poly hair mesh for the mod. would anyone be interested ? i can send the models via mediafire. or here is attached file. probably have to message author for permission to make this add on, or he may not care since it would only be a matter of replacing meshes. screenshot just to show it's the real deal. these are the "pure hair" meshes from the game. https://images2.imgbox.com/17/16/JtQMFLsf_o.png
  3. http://www.thefirearmblog.com/blog/wp-content/uploads/2014/01/2013-08-24_MG3KWS-660x439.jpg the rail and scope. want to add them as a mod, but how would I have them move with the shroud(the lifting cover) without them being in the same nif ? possible at all ?
  4. Are these still a thing ? I can't find any files if so, and I've seen one mod replaces the reticles by editing .swf files. Is there a tutorial on this ?
  5. I was probably harsh there. Sorry about that. :/ That was the trick, and it worked. http://i.imgbox.com/B54s1299.png Gate right where it should be. Thanks a bunch for helping me with this. :D Definitely need to remember the nodes.
  6. The gate is not supposed to fall off/out. That's what happening with my model. It's not supposed to be happening. Look at the vid. The gate does not fall off the 44 revolver, but it is on the model I'm using. I've said this like 3 or 4 times already in this thread. http://i.imgbox.com/5cPb3xk3.png
  7. It's about the model fitting the anims. Positions don't need to be the same. The parts just have to be the same kind of parts that are modeled to move the same way, which is the case with my model used. I did compare. - the gate isn't supposed to be falling off my model; it follows the shells and loader, unlike in that video. - the cylinder does not rotate/spin when the gun is fired.
  8. My eject is pushed. It does get pushed. The problem is the gate. http://i.imgbox.com/mcQ5DQk2.png Look to the right window. The highlighted TriShape. That's what I'm talking about. It keeps falling off the receiver, like the shells and loader, which it shouldn't be. And what do you mean model positions not exact for animations can't be animated ? That's not true. That's never been a case for porting onto vanilla anims even since Fallout 3. So long as you have a model with similar parts(gate, eject, cylinder, shells, shell caps, hammer, trigger) that appear(or are edited) to function like your vanilla weapon, those said parts will animate fine.
  9. I used that video making my nif. The gate isn't supposed to follow the shells and loader like it does on my nif. Look at the vid where the eject is pushed. Unlike my nif, the gate doesn't stay.
  10. - Gate being removed with the shells and loader - Cylinder not spinning when firing http://i.imgbox.com/g3mwyk9T.png That pic. Gate rotates outward left http://i.imgbox.com/kzf092AD.png Gate falls off with the shells and loader. http://i.imgbox.com/mcQ5DQk2.png Here are my nifs. I've compared with the 44 revolver's. Not sure what could be the matter.
  11. Is there a small guide or showing of how I should do this exactly ? Say I want slide&body&barrel(on receiver) 1 with silencer 2 and mag 2 for instance. I need to create templates for all this or other combinations ? EDIT: Well, that helped for making a default variant. My problem now is the remaining issue with invisible muzzles and crashing when one of my mag meshes is loaded in the game.
  12. Visible and fine in nifskope and in geck, but not in-game when I go to apply them. After workbench, nothing but more distance on the muzzleflash. Not using any barrels, as my pistol's frame mesh is attached to barrel. Set up the attach point on receiver. Pasted under the 10mm suppressor's nodes. Anything look wrong here ? http://i.imgbox.com/lnhcijEu.png http://i.imgbox.com/KxDJohcs.png http://i.imgbox.com/AeXNVbiA.png The multiple entries seen in the mod_col are because i have many nifs for the same two silencers 'cause I have 3 variants of 1 firearm, and each variant has different sizes/pos' for their barrels. Yes, I've checked the pathing data for all the meshes. All in the right places, so no idea how I could fix this. :(
  13. PLEASE DELETE FOV is much too narrow in this game. DS2 got treatment for this, but there is nothing for DS1 to remedy the narrow FOV in it. Can anyone make a mod enabling as much as a 90 degree FOV to be used for the game ?
  14. In response to post #12380210. #12384660, #12396105, #12398095, #12403230 are all replies on the same post. FALCON PUNCH.
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