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hoax2

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  1. Example images attached of the mods working so far. 1. How do i make a weapon start with my attachment called "damaged parts" ?? 2. How do i make custom weapon scrap?
  2. Thanks VonHelton it's not a visible/3D mod so i don't need 3DMax etc.. I have my new mods working on the workbench. But when I pickup weapons they don't have any of the new ones attached.I've made a "constructible object file" but how do i associate it with the scrapping of a weapon?
  3. Hi All.. I'm making a very basic Weapon Quality mod using the vanilla attachment system, but I've run into some concepts i can't workout and would love some insight. How do i change what components/items you get when a weapon is scraped? How do i fill a new weapon-attachment-point automatically with a new default mod? (weapons spawn with new point empty)Both of those seem to be escaping me no matter what i try :sad: --------------------- More info --------------------- Mod Goal: Weapons can be scraped for weapon parts (eg. 10mm --> "10mm Pistol Parts") Parts can be used to create better mods (Eg. "Repaired Parts") Setup and working so far: - Added Weapon Attachment Point called "Parts" (No 3D representation needed) - Added Weapon Misc Item Mods called "Damaged Parts", "Worn Parts" etc. - Added Recipe for "Worn Parts" etc which requires 3x "10mm Pistol Parts" etc ABOVE is all working^ BELOW im struggling with: - Scrapping a 10mm pistol should give 1x "10mm Pistol Parts" - All 10mm pistols should start with one of the new "Parts" mods (im happy if all weapons to start damaged)
  4. Gosh. This is quite literally the best answer I could have asked for, thank you. I'm thinking I might start with the tri files swap and re-gen that you outlined. To see if I can understand the file structure and pipeline before I commit to anything to large.You also put me on to Tri files which i wasn't familiar with Skyrim head TRIs. So that's a whole new layer of understanding I can thank you for!!Also nice pro tip for the textures. Thanks again for such an honest and detailed answer.
  5. I'm looking for tips or ideas about how i might go about replacing some of the faces of the vanilla races completely? (For the entire race, not just the player) Concept: For personal taste I'd like to replace the elves with a more human looking race (Think: Lord of Rings, The Witcher, D&D Aasimar). (If i can work that out than I might attempt Orcs, Khajiit & Argonian) Any ideas how I would go about it? For example, I was hoping to swap out all the High-elf assets for Nord assets, but I can't seem to workout how races get their facial features? I've noticed there some mods like Unique Everything or Unique Bodies by Race work pretty well for custom bodies but doesn't seem to effect faces? And mods like Ethereal Elven Overhaul seem to have a truck-load of FaceGenData & Facegeom nifs, but i don't know what these are, or the process for making my own?
  6. I'm having the same issue by following the above advice... But I've worked out how to un-break Nexus mod manager (NMM) if you're having this problem: NMM is trying to make a directory called "f4se_loader.exe" but there is a file there called the same thing! So..... Find `f4se_loader.exe` and rename it to `f4se_loader--backup.exe` Open NMM again -- now it can make a folder called `f4se_loader.exe` But you'll get a new error this time -- NMM will say it can't find the game in that folder and will want to re-scan. Let it re-scan for games and follow the normal setup process for NMM. !-- NMM should work now --! Clean up -- Delete the folder NMM made called `f4se_loader.exe` rename `f4se_loader--backup.exe` back to `f4se_loader.exe` Doing this should resolve your NNM crashes But I'll still unable to workout how to link F4SE to NMM without causing this bug. (╯°□°)╯︵ ┻━┻ [edit] ANSWER!!! I updated NMM and now auto magically have an option to launch with F4SE! (•̀ᴗ•́)و ̑̑
  7. Thanks Sam! So this is the content found in: weapon > object template ? In the 10mm weapon > object template, there is a tree view of templates on the left.. Do I add my mod/modcol to the [D](0-0)Default one it will apply to the other ones like (0-0) Simple: if_tmp_SimplePistol automaticly or do I add my mods to all of them?
  8. I've got a new weapon attach-point and mods working in game but now I'm looking for a way to make one the mods spawn default. (Right now the attach-point is empty by default and a mod needs to be added) Similar to how a standard receiver on the 10mm works. (Low level 10mm Pistols spawn with this attachment by default) Thoughts; Does this have something to do with mod-collections (modcol_)? If so how do they work, I've made one which contains my mods but don't know how to associate it to anything? I've tried the if_NullMod keyword on one of the mods, which I think is making it an invisible default mod which isn't shown in the workbench. Not quite what I'm after. Any help would be appreciated!
  9. Useful for demo'ing armor mods and character builds etc. A basic furniture item for placing in settlements which makes assigned NPCs walk from one end of an invisible path to the other, with a basic idle animation at both ends. Could just use a doormat or similar vanilla mesh for showing each end of the runway.I imagine it would also improve in the future if someone makes or ports a catwalk walk-cycleCould even be 'L' shaped so that players can make the runway start off-stageThoughts?
  10. Necro'ed this post to tell you I teamed up with Jordan1q2 to release this!!! http://www.nexusmods.com/fallout4/mods/15612?
  11. I'm interested in getting something like this into the game: If someone can do the mesh I'm happy to do a bunch of different re-textures!! I PhotoShoped this as a proof of concept: I think an easier option than a whole new mesh could be a mash-up of the clean Suit, or sweater vest, & and the pre-war dress (modded) http://i.imgur.com/dc4Qb4K.jpg
  12. All done and readying for playing! http://www.nexusmods.com/fallout4/mods/11328/
  13. Okay I had a super quick go at a re-texture http://www.nexusmods.com/fallout4/mods/11328/ It'll need some work, but it's a start. I tried adding it to the player with console commands but I would only appear naked, so I might need to do some work around making this work for the player when the SDK comes out. :S
  14. You could probably get away with a re-texture of Nick Valentine's outfit?
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