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aesfocus

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    pathfinder: wrath of the righteous

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  1. I generally change mine out every so often. while currently I am using A Forest, previously I was using my own mashup of about 6 mods, but my attention span is lessened now.
  2. In the game not through the app. From the main menu I think I was -> multiplayer -> prestige -> challenges -> general -> I think I was in the first or second challange I was in? There is a MP challenge that awards APEX points for the same goals as the Origin achievement and I feel like logically looking at that might pop it but who knows. LOL you'd think if they linked the app to the game the achievements would be bound as well but nah. What I know for certain is the achievement popped for me in the multiplayer menus about 3.5weeks after I -should- have gotten them.
  3. I have them and they are bugged. I've seen rumors that you must get them in the multiplayer screen. I did not and the achivements didnt pop. However they DID pop when I was looking through all the prestige stuff when playing MP. Couldnt tell you what exactly but just poke through multiplayers prestige menus.
  4. especially when there are a ton of basic shapes already present within the game, and some have holes already. there are even some collisions even within some of the test shapes/nifs, that are just basic squares and rectangles in various sizes.
  5. even with jury rigging collisions in nifskope, unless you have a window or hole the size you want in some other mesh you won't be able to do it. if you want info on how to export and import collisions from one mesh to another you can find an amazing tutorial in the tutorial sticky in the mod talk section. You would need 2013 3ds max to make new collisions. It isn't like mesh editing where you can move a vert manually in nifskope, you'll be working blind with collision and you can not alter it like you can a mesh for fo4. There might be a way to manually change the values in the export/import function but you'll be working in the dark.
  6. a rigged body in either 3ds max or blender would work perfectly for what you are talking about. I can't speak to 3ds max but with blender you can take say a shirt and give it cloth physics and drop it. Outside of that you could use the move tool at a very high brush setting to push pull in outfit studio but that'll be a lot of push pulling and distortion to your meshes.
  7. The description field will display in game! It just depends on which one you use and for what item. We don't know what kinda of item you have made, something for a settlement? Or an armor? Weapon? For settlement items like the Vault Tec's powerbike or in mods like Homemaker or NMW's Playing House you'll use the DESC field in the Constructible Object to convey various bits of information, like "Settlers stay fit and generate power at the same time." While in the build menu the description appears up top. For armor or weapons you've got kinda an issue, once something is crafted unless it is legendary the DESC gets tossed outside of crafting stations. With armor you would use Armor's DESC field (not Constructible Object as it won't show up) the description then will show up in the chem station or armorsmith workbench or whatever on the right above the components. Then if your weapon/armor has attachments the info for each attachment is also held in the DESC field but it'll be within the Object Modification section. But this description won't carry over to the pipboy. If it is a legendary item then Chucksteel is 100% correct, the info is in the DESC field of a special sort of Object Modification. As far as I can see the fact that it is an ap_legendary seems to be the reason it shows up in the pipboy!
  8. This is really good information, the way I was doing it before was trying to clean the .nif completely of everything but collision and then copy all the branches in. And that is an extremely imperfect system. Thank you so much for this.
  9. not the engine but nearly everything related to building which is kinda what OP is talking about but that's a like... insane task. Sanctuary is not 1 cell in game, its 10 I believe, my own sanctuary mod altered something like 13 cells so I could have lots of brambles and no decals or trash. None of the cells are straight. After that the cell markers would all need altered, all quest markers re-tooled. Then the entire build system. The grid system is... I mean you might be able to make a HUGE mesh like the helper meshes but this is straight up an overhaul mod that would take minimum hundreds of hours. While yeah its a neat idea, it isn't something I see as..well I would even say feasible but one can dream, a 'mod' that would happen soon. SO 2 things, you can kinda get this by jury-rigging various mods together, there are straighter boarder mods, there are also a lot of snapping unit mods, things like SNB and Snappy House Kit also have mesh helpers. There are even snapping dirt mods! Then mods like Vanilla Extensions and when I'm done my, furniture will snap. The issue with crops is the vanilla land isn't flat so trying to have it snap doesn't make sense, no one wants crops 5ft in the air. which is point #2. This is a lot of work, with a lot of heavy moving pieces. When I say a lot of work, I mean it. So if this is something you really want to see I would highly suggest learning some very basic modding and starting in. Stuyk(the one who made alt settlements and SMH)has some good tutorials about snap points. Because there isn't a single part of hundreds upon hundreds of meshes that wouldn't need work. <3 good luck
  10. idk that I'll do reskins for blast radius but in the vein of d&d I have been working on a d20 set. Got the dice meshes made and brought in and now am just working on some semi-transparent textures but I am the worlds slowest modder so it'll be the year 2525 before I'm done with the dice and other goodies (I should be working on campaign planning but here we are) I'd love to see some old clue but idk how copyright works with boardgames... clue becomes klue?
  11. So I am nearly done with updating Renovated Decorations and releasing a modders resource of snapping carpets and rugs. Outside of mods like SMH they will fully snap to the edges and middle of flooring, and I am looking at having them snap to themselves as well. My issue comes into play when floor pieces are fully surrounded by other floor pieces. The carpets and floors will not snap to these middle floor pieces. Like this, a floor surrounded on all 4 sides by other floors. I believe this is because of the nature of snap points, for instance vanilla walls won't snap to this middle piece either. So I may not be able to get around this limitation, but I would love to know if there is something I am missing? With carpets snapping to each other via custom connection points it isn't a huge deal, but I see people do huge builds and I'd like to be able to snap in the middle of middle floors.
  12. a lot of the more detailed install directions will be included in a read me, BUT you could also make yourself a little text document read me with directions and move it into the file. I will also advise keeping backups. Nearly every single Mass Effect and Dragon Age mod I ever used was up on the BSN forums, then bioware decided to slowly shut the forums down. luckily I'd saved the mods over multiple computers and moves, but that was an official place for mods and the company shut it down. I will also say that eventually I will have some of the carpets in renovated decorations snapping to each other, doesn't make sense for all, but even for myself I like having some carpeted rooms. I adored friffy's textures and tried to ensure none of mine were too close to hers so unfortunately for the most part it'll just kinda be ehh but I will put making a modders resource of snapping rugs, carpets, curtains on my list of things to do.
  13. I missed it as well, but I saw their vvitch house mod and checked out everything else they'd done and ??? how did I miss it to begin with?
  14. I will also chime in that 100% of Renovated Decorations also has post-war textures thanks to sootdirt! :laugh: In addition to that mod, I also have Renovated Furniture, which about 1/4 of the ~250 items also have post-war versions(also a lot of work has and will continue to go into Renovated Furniture's main pre-war work). Nomadwarmachine's playing house isn't hugely popular but is a really solid post war clutter mod, with custom furniture textures... some other custom textures as well. Bellwood's Mod Storage 2 has the most fun structure build set I've ever played with, and is one of the most overlooked mods. and finally g2mxagent's G2M workshop is also always getting fantastic updates. The fish farm set is great but they have put a lot of work into things that beth should have had in the game to begin with.
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