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VigilantWarden

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  1. Maybe I'm being a little silly... I just really dislike having these matte gray hands on an otherwise super colorful suit of armor! :happy:
  2. I am aware that it is possible to retexture the visible hands on a Power Armor frame. Would it be possible to create several different frames (using vanilla textures or not) with different colored (ROYGBIV?) "hands"? I'd very much like to finally match the hands with the rest of my various multicolored sets. :laugh: Thank you for your time.
  3. Hi guys! I'm really quite smitten with Unoctium's Tesla Cannon on the Creation Club for Fallout 4. It looks, feels, and sounds incredible. The one criticism I have for it is that it has no "custom reload" -- a problem other esoteric weapons from CC suffer due to limitations. I was wondering, what exactly would need to be done in order to give the Tesla Cannon a proper reload? I imagine that a custom animation of placing a fusion cell into the back of the weapon to be an integral step.
  4. [EDIT] Last update for today, Made a start on the interior & Vehicle paintwork is now bodymapped :cool: Heck yeah! Now THAT sucker is a car!
  5. All-in-all, some great ideas! You'd really think they would have done something with the old Chevy Nomad design... well, I guess you can now! :laugh:
  6. However, my first release is just going to be cars - Second release I Intend to make some Commercial / Service vehicles to throw into the mix (The Ford Nucleon being one of them). ... So we have Chryslus being the major main Parent company in Fallout's universe (Like General Motors US) - Then the Corvega branding being a subdivision, Much like Chevrolet in real world relation to General Motors. The other MAJOR name in the US is Ford. There is no mention of Ford or a known counterpart in the Fallout Universe whatsoever. ... This would allow me to seperate newer creations from being muddled with original Fallout Lore to & help immersion. The Cutlass I will be leaving under the Corvega brand as it really fits. :cool: [EDIT] New update. Corvega dealership finished & Fully navmeshed. I see! I'm glad you've already got the Nucleon covered. It would seem almost criminal to omit it. :tongue: Having divided vehicle "modules" might be a good idea so that you and mod users can pick-and-choose what they want to populate their wasteland with. Fallout has such a silly lack of pickup trucks, which is silly considering the American love story with the pickup began right after World War II with the Willys. (Even stranger when you think that there ARE Willys in the game already!) Chryslus is definitely an analog to GMC and Chrysler/Plymouth during the roaring days of Detroit automotives. Corvega is even "Corvette" and "Vega" mashed together! With your Cutlass looking sporty, I could definitely see it being an appropriate Corvega subdivision model. Furthermore, you'd think there'd be even more Highwayman models throughout Fallout 4. The Highwayman was the quintessential Fallout car for the longest time and still largely is to this day. Perhaps consider incorporating multiple eras and models of the famous Highwayman? I'd almost say that Ford itself should be maintained as a brand, similar to how General Atomics and Glock are both real brands and Fallout manufacturers as well. As for naming schemes in avoidance of Ford... hmm.. I'd recommend against using Fusion since the Fusion Flea already exists. That's just my two cents, there. :smile: My only other comment would be to consider that the southern "Corvega building" is a major random event hotspot -- though you've likely already taken that into consideration.
  7. No Ford Nucleon? It's the "Godfather" of Fallout cars! :tongue:
  8. I see. That's such an odd thing to me. I'll have to work my way through that process I suppose! :smile: Now I just need to discover how to assign these gradient textures to the laser beam nifs within Creation Kit. I reckon it's something to do with TextureSet entries. Thanks for clarification!
  9. I've researched these issues a bit more. It seems like meshes (effects/LaserBeamLoopRedDB for example) only contain the surrounding corresponding color, hence my predicament here of a red laser with a blue vapory glow around it. It would appear that the mesh itself has been assigned to use the vanilla "red laser" texture in some capacity, hence why it works when I enable the plugin as an overriding texture as opposed to a separate and new entity with its own textures. Prismatic includes a number of .dds texture files under effects/gradients, but I am unsure how to "apply" these textures to create an entirely dark blue laser beam projectile. I've read lots about materials and materialswaps with .bgsm files, but that's not exactly the path I want to take (if it's even possible for a projectile at all). Would applying these textures to the laser beam/bolt be something I could do in Creation Kit or NifSkope? Anyway, still don't have the slightest idea on how to work with AddOnNodes. Worst case scenario, I'll live with red mist on mismatching colored ash piles! :tongue:
  10. Hi guys! Let me begin with a quick synopsis of what I have been up to: Lately, I have desired to have unique laser colors within my game. I started with the simple stuff by giving AER weapons optional blue lasers and Institute weapons "classic red" lasers. I then moved on to the excellent Prismatic - Laser Colors mod by Diranar. Seeing that the art assets within his mod are intended as overriding retextures, I have gone ahead and given every mesh and texture a new name with the suffix of whatever color the assets belong to. For example, AshPile01.nif is now AshPile01DB.nif (corresponding to a dark blue coloration) and so on. That much of the process has worked splendidly and the vanilla lasers have not been overrode whatsoever. However, I've encountered a few obstacles with this process.. Projectiles entries themselves function perfectly, however, I find that the actual "beam" retains the original red "bolt" while now sporting an outline of dark blue (or whatever other color in question). I'll be very specific with my process so far: I have created three (technically six including the focuser muzzle's separate beams) new projectiles corresponding to the colors dark blue, lime, and orange: LaserRifleBeamDarkBlue, LaserRifleBeamLime, and LaserRifleBeamOrange that utilize the renamed meshes from Prismatic (effects/LaserBeamLoopRedDB.nif, effects/LaserBeamLoopRedL.nif, and effects/LaserBeamLoopRedO.nif respectively). I am aware that these would not override the default effects/LaserRifleBeamRed.nif due to having completely different names even without the suffix. When I open one of the effects within the mesh folder to view it within the Creation Kit's .nif render previewer, the beam appears as a solid red bolt with a dark blue/lime/orange glow around it.... odd. Furthermore, the muzzle flash color seems to not work at all as seen in this image. Additionally, regular "non-armored" impact effects don't seem to even trigger at all, red or otherwise, as not seen in the above image. (Vanilla laser weapons have a small red/light blue "burst" upon impact and shimmer red/light blue sparks depending on which weapon is used.) The small burst "sphere" doesn't occur at all and only red sparks seem to emit briefly from an impact. Here's where it gets weird. Almost everything else works flawlessly... Disintegration effects for both lime and dark blue work wonderfully! However, they too have an interesting catch in that their ash piles look great except for the seemingly "unmodifiable" AddOnNode that gives vanilla ash piles their distinctive red mist effect. It is especially noticeable with contrasting colors such as the lime pile seen here and a dark blue pile currently not pulsating its color as seen here. I am completely dumbfounded as how to force AddOnNodes to work within the Creation Kit, as there seems to be no way to "apply" them to the AshPile's activator object. I have heard some say that AddOnNodes must be connected to a mesh directly within NifSkope and that seems awfully unusual to me... A shame too, because the pile itself looks very cool in my opinion! I figure this all must have something to do with the mostly unused gradient .dds files... Now here's the rub: installing the mod normally via its FOMOD within Nexus Mod Manager applies the retextured meshes quite nicely. The bursts, sparks, beams, and muzzle flashes all seem to work just when the mod is allowed to override the base game's lasers. Overall, I am perplexed here. It's like I've gotten this personal mod to "work halfway", with unintentional multicolored lasers and almost perfect ash piles... save for their emanating red mist. What's an amateur modder like me to do? I appreciate any help or commentary you may have!
  11. I have a pretty amateur understanding of the .esl format myself, but I am very familiar with .esps and .esms over many years of tinkering. I've more or less taught myself various ins-and-outs of the Construction Set, TES Editor, G.E.C.K., and two subsequent Creation Kit SDKs. I may be a novice with .esls, but I like to think I have a pretty advanced understanding of the rest of'em! :laugh: I've more or less dumped all of my Pipboy skins, as they would be the least invasive files to remove. In fact, removing them should cause little to no trouble at all. As for those plugins with quests and active Papyrus scripting, I'm more hesitant to remove them but generally still know how to do so fairly "cleanly". I really hope that the next Creation Club update streamlines the .esl format a bit more -- for our sanity if anything! That, and people have been asking for an official way to uninstall/disable CC content seemingly forever now.......
  12. I see. Thank you for such a comprehensive explanation, StormWolf01! A kudo for you! :laugh: I have the bad habit of picking up any random free mod on the Creation Club store whenever I browse and see one. I'd like to be able to disable many of them at this point, but I understand that that is not an easy process either.... I'm a little surprised I've already reached a hardcap on .esl plugins, but I'm not totally shocked either. I figured that most of the .esls were lightweight (a lot of Pipboy skins) and thus would not endanger me of reaching the hypothetical .esl file limit. It definitely seems to make sense. This started happening after I started messing with .esls and converting some old .esps. I'm aware that the upcoming Creation Club update on November 21 is greatly increasing the maximum formlist limit for .esls, so I hope I can do something with that to help myself out. Thanks again! I'll consider this case closed and resolved for now. What a strange issue!
  13. I would normally agree with that, however I'm fairly confident this is not a load order issue. Regardless of that, here it is:
  14. Hello fellow Nexus-goers. I'm having a very strange case of CTDs. I use Nexus Mod Manager (the very latest version) to install and enable mods like normal. However, lately I am having to disable (not uninstall entirely) other .ESPs in order to get newer and completely unrelated .ESPs to work. Here's the rub: I am not at the plugin limit. (I'm at around 240 as we speak.) This assortment of mods used to work just fine several months ago, too. Adding .ESLs or even Creation Club plugins also require that I disable at least one older .ESP, usually two. I find this very strange. For example, to get a weapon mod working, I may have to remove two older armor mods. Completely unrelated assets wherein the only similarity is the use of the .ESP format. What gives? (Load order available on request.)
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