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Shadowliger

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  1. As AbsolutGrndZer0 said, it's NOT a missing texture. The texture IS there, I'm the author of that mod. Perhaps its AMD cards, perhaps its something I did. I have no idea, the thing is I have Nvidia cards for all of my computers and the texture shows up exactly as it does in my screenshots I took for the mod. Which is, obviously, how its supposed to look. And the people having the issue have tried redownloading and/or verifying that the texture/material files are in the right place and are still having the issue.
  2. Yes the Robots made it the workbench are followers though if I'm remembering correctly all the robots (including Ada) are actually listed under the Protectron Race. So I would need to somehow change the AI package to either Dogmeat or a custom Cyberdog Race when I create them in order for it to use the correct animations. I did try and add my Cyberdogs to the workbench but they were invisible in game though they showed up in the menu, probably something I did wrong.
  3. @devinpatterson I apologize if my first response came off as rude, that was not my intention. @HagiuAlexandru Your idea sounds like summoning through destruction data if I'm understanding you correctly. While its a nice idea I don't think it will work for this particular project. I know how to create and use attach points for being able swap out parts/paint/mods on armors. Far as I can tell, the Robot Workbench uses the same method so that's not quite the issue I'm facing. If I can't figure out how to create an NPC in-game I may just go with my original idea. The original idea was to place a friendly Cyberdog into the game for players to search for and find. He would have a set of armor identical to his actual appearance (as in a full replacement model) in his inventory players would then be able to change and upgrade that armor to their liking and re-equip it to him to change his appearance. Enemy Cyberdogs around the game would either drop mods or schematics (like the Scrap-bots and Rust Devils in Automatron) that players would be able to use to upgrade the base armor. Its a workaround for sure, but it will probably end up being what I go with if I can't figure something else out. Still thanks everyone for your suggestions.
  4. @devinpatterson I actually already explained my reasoning why the brain case looks the way it currently does here.
  5. http://www.mediafire.com/convkey/2a66/jm13z822t45wkpszg.jpg I while back I started a working on a mod I'm currently calling Project Cyberdog that aims to bring my re-creation/redesign of the New Vegas/Fallout 2 Cyberdogs to Fallout 4. I have the models already built and they work as a Dogmeat replacer or Dog Armor (full body replacer) but I'd like to know if there's a way that I could make it such that players themselves can create a NPC Cyberdog through a workbench like they could with Roxie in Old World Blues. To take it a step further I'd like players to be able to change how their Cyberdog looks after they create them such as swapping Materials for both the dog parts and the robot parts as well. Or even switching to a whole different type of Cyberdog (full model change). I have Automatron and the Robot Workbench seems like the best place to start but after poking around at it for a couple of days in the Creation Kit I still have no idea what I'm doing. Any advice would be appreciated.
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