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somberX

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  1. Something like this wouldn't be too difficult, I'm terribad at explaining things so bare with me... You will need NifSkope and some kind of texture editing software like photoshop, or if your in need of something cheaper/less complicated paint.net should work for this.Read this thread. It really helped me, props to Mofakin for a great tutorial!Have some patience, spend some time learning NifSkope it's great for simple model edits like this.Edit: You'll also need B.A.E to extract files from the game. Alright, down to the specifics (sort of). The easiest way to pull this off would be to wear the 3 outfits at the same time so you'll probably need something like this (Might not work but it's worth trying). After reading that tutorial you should know how to make certain parts of clothing invisible (see where i'm going?) You'll have to add an NiAlphaProperty to the models and edit the textures so that everything but the parts you want are transparent. Now put on all the pieces and BOOM, new outfit! Let me know if you have any more questions or want to tell me how bad of a "tutorial" this is.
  2. It would be a lot less of a pain if i could just create new scenes for a new holotape to play from. "Only main records can be added to top level groups" ugh... :mad:
  3. The way holotapes work makes it a real pain to change their audio, you need to use a program to uncompress the voice files, rename all your songs, replace the uncompressed .wav files and compress it back.
  4. I actually already made something like this for myself, it replaces existing holotapes though. I can have up to 5 songs on a single holotape but you can't change the order they play in so you either accept that or (like i do) have multiple holotapes with all the different songs. Uploading a mod like that is a bit tricky though, with varying taste and copyrights involved.
  5. I am creating a new type of power armor that will function as an NPC follower when you exit it, it will follow you around and aid you in battle until you wanna use it yourself then just hop in and off you go. I have most of the functionality... functioning, the biggest problem i'm having right now (that has brought the mod to a screeching halt) is the fact that you can't exit the power armor. I'm pretty sure i know what the problem is and the only way to fix it would be to make it so you can exit power armor anywhere, however after a bit of searching i can't find this function in FO4Edit so now the question... Does anyone know what causes the "you can't exit your power armor here" message and if i can remove that functionality?
  6. yeah, the synth option seemed the simplest to do to me as well. the hardest thing will indeed be, how do you make the power armor use npc like behaviours ( even the drop animation is npc-animated) without an npc in it? The empty Power Armor "Furniture" already has some pretty intricate animations which makes me think it uses the same skeleton as the Power Armor "NPC", with that in mind i don't think it would be TOO difficult (for someone experienced) to move some animations around and make it work properly when empty. The hardest thing will probably be getting it to use the player's Power Armor, and getting said armor to despawn/teleport when called in. Maybe a script to track and copy the inventory of tagged Power Armor?
  7. I have been working on something like this for a couple days now, so far i have a somewhat functional power armor NPC that's called in with the synth relay grenade but until i can figure out how to add/modify scripts an NPC is about all i can do. Not to mention i have no idea how to make it use the player power armor.
  8. I have run into the same problem with a mod i'm working on, it seems to work properly in first person but third person is buggy.
  9. This seems like something that would be fairly easy with FO4Edit, have you checked if someone has already made something similar?
  10. This is what i have so far. http://www.nexusmods.com/fallout4/mods/5563/? Its definitely still a work in progress so let me know if there are any bugs or issues.
  11. I needed a break from my other mods so i put this together. :thumbsup: http://www.nexusmods.com/fallout4/mods/5521/?
  12. I have been working on this for a little bit now and i was able to make it so instead of immediately becoming hostile enemies will flee and then roam around as non hostiles, they will not fight with you or against you. It would be great it i can make it so they become bound/handcuffed but for now this is the best I can do, let me know if anyones interested.
  13. It would most likely only require moving some animations around, i could replace dogmeats downed animations with his laydown ones. I'm working on a few other mods right now so if you want i could get this out later today (if all goes well), sound good?
  14. I have been looking into this and i think the best option would be to make them flee after the pacify effect ends, or cower, explode, catch fire, etc...
  15. I remember seeing a mod to remove dogmeats whimpering sounds so you should at least do a quick search to check if anyones had a similar idea as you. If you can't find anything and just wanna switch/remove the "DownNotOut" animations then it shouldn't be too hard.
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