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Might I ask why I should not be using Blender V2.49b? If you are just exporting to Wavefront, does it really make a difference? And if so, what is said difference? I ask, because none of the plugins I use on a regular (almost daily for some) basis work with 2.5 forward, because of the drastic overwrite of the scripting engine in 2.5X. Also wanted to point out that older versions of Photoshop can use the Intel Photoshop Plugin (I own CS3, it IS possible that CS2 could work), and that 3DS Max 9 (not 2009) will still work with the latest .nif plugins. (Can provide screenshots, if necessary.)

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Hey, I'm making a mod for the first time and I can't seem to find an answer to a question of mine.

 

The mod in question is changing the syringe gun ammo's status effects to scale with the levels of the chemistry perk, and I want to make this noticeable in the description of the ammo itself.

 

How would I go about referencing things like duration in the description, so I can change it from 'has a chance to make the target be paralyzed for 30 seconds', to 'has a chance to make the target be paralyzed for [duration] seconds'?

 

Would it involve scripting, or is it already a feature in the creation kit itself?

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I've been Seddon4494's NPC and Dialogue tutorials on YouTube. They're invaluable.

 

https://www.youtube.com/playlist?list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k

 

@APS247 : Since the level of the Chemistry perk is going to be a variable depending on the individual player, then yes, it would have to be scripted in order to add that information onto the description.

Edited by radiumskull
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Might I ask why I should not be using Blender V2.49b? If you are just exporting to Wavefront, does it really make a difference? And if so, what is said difference? I ask, because none of the plugins I use on a regular (almost daily for some) basis work with 2.5 forward, because of the drastic overwrite of the scripting engine in 2.5X. Also wanted to point out that older versions of Photoshop can use the Intel Photoshop Plugin (I own CS3, it IS possible that CS2 could work), and that 3DS Max 9 (not 2009) will still work with the latest .nif plugins. (Can provide screenshots, if necessary.)

Because 2.49b sucks. If you're exporting as .OBJ (Wavefront) or FBX, it doesn't matter which Blender you're exporting from.

 

However, if you're intending to export to .NIF, I'd rather just export as FBX and import into Outfit Studio, or even Max to export.

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  • 2 weeks later...

Not really that big of a tutorial but if you want to make the pipboy hide parts of your armors left arm to avoid clipping as it does with vanilla armors, just give the subpartition of the part you want to have hidden the number 60, that should do it

Edited by xgamer468
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Might I ask why I should not be using Blender V2.49b? If you are just exporting to Wavefront, does it really make a difference? And if so, what is said difference? I ask, because none of the plugins I use on a regular (almost daily for some) basis work with 2.5 forward, because of the drastic overwrite of the scripting engine in 2.5X. Also wanted to point out that older versions of Photoshop can use the Intel Photoshop Plugin (I own CS3, it IS possible that CS2 could work), and that 3DS Max 9 (not 2009) will still work with the latest .nif plugins. (Can provide screenshots, if necessary.)

2.49b is old.. and its exporter isn't perfect either, but the importer is worse(skeleton can get corrupt). You can still model in it.. you can model in any old program, but there is always extra stuff you gotta do in a different, newer one.

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  • 2 weeks later...

Recently re-wrote a handful of tutorials. You can check them out here:

 

Snapping Nodes aka BSConnect Points (CPA)

http://stuyk.com/forum/viewtopic.php?f=14&t=10&p=11#p11
Exporting 3DS Max to Fallout 4 .NIF

http://stuyk.com/forum/viewtopic.php?f=14&t=6
Using Keywords for Special Triggers

http://stuyk.com/forum/viewtopic.php?f=7&t=9
Opening a Door Using Only Papyrus

http://stuyk.com/forum/viewtopic.php?f=7&t=8
Spawn Enemy / Actor Function

http://stuyk.com/forum/viewtopic.php?f=7&t=2
Repeatable Textures Made Easy

http://stuyk.com/forum/viewtopic.php?f=16&t=4
Texturing Exporting for Fallout 4

http://stuyk.com/forum/viewtopic.php?f=16&t=3
Navmesh for Settlement Objects | Stairs | Ramps | Floors

http://stuyk.com/forum/viewtopic.php?f=11&t=26&p=27#p27
Edited by StuykGaming
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