Jump to content

Junnari

Members
  • Posts

    187
  • Joined

  • Last visited

Nexus Mods Profile

About Junnari

Profile Fields

  • Country
    Finland

Junnari's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. You might want to optimize the EE-3's and thermal detonator's meshes, as whilst most rigs can handle higher polycounts, you'd ideally want to keep those counts fairly close to what the vanilla content has (around 5-10k for weapons, 5 to 1,5k for grenades) to reduce unwanted burden, especially when you can execute the same details using textures which is more resource friendly.
  2. Assuming you have the DLC and game files, you can extract the model and textures using B.A.E , and then preview or export the model into more usable format with NifSkope.
  3. Might be able to make some 3D models, and textures if needed, although I have somewhat limited tools for the latter. Some samples of my work: http://www.nexusmods.com/fallout4/mods/9567/? http://www.nexusmods.com/fallout4/mods/9871/? http://www.nexusmods.com/fallout4/mods/9304/?
  4. Can't be arsed to find it, but I recall that someone already made a .50 cal conversion for the double-barrel shotgun.
  5. Looks nice, few things that you could consider in my opinion: Adding a buttpad as the end of the receiver seems pretty uncomfortable.Making the barrel slightly shorter and/or consider adding a folding or fixed bipod. The rifle seems really front heavy due the thick barrel, so this would make it more plausible.Improving the ergonomics of the grip & enlarging the trigger guard. Although most vanilla laser gun grips have the ergonomics of a brick, you might expect more from a sniper rifle.
  6. The issue with making a AK-family rifle is that there isn't any well suited animations for it. Pretty much closest you can get are the combat rifle and smg animations which have several flaws. CR has grip with more traditional rifle grip design, and also has too long gap between the trigger and magazine. SMG on the other hand has pretty usable grip and hand positioning, however the magazine insertion isn't optimal as the drum magazine is inserted partly sideways, and the grip from the magazine doesn't fit box magazines. Also both feature right sided charging handle, which isn't correctly positioned even if the AK would be given some sort of aftermarket right side charging handle.
  7. The model would be fairly easy to do, but it would be using the vanilla animations that don't really suit it.
  8. That is simply a (likely unauthorized) re-upload of http://www.nexusmods.com/fallout4/mods/10406/?
  9. Update/reinstall your FO4Edit, it'll give you practical interface for modifying the references.
  10. I haven't yet made crafting form for them, so you'll need to use the console to spawn them.
  11. Override simply changes the values of the existing form, it doesn't make create anything new. To make a new weapon you'll need to copy it as new record and make the desired changes it. You can derive a new form from the override by copying it as new record into the .esp.
  12. Yes, you can't really make neither new hand or weapon animations, or combine weapon animation to another hand animation in practical manner. The combat rifle animations might be usable, although the magazine of the weapon is way thinner than the cores, the grip in the animation is done based on way wider magazine (the thumb is inch or so away from the magazine), meaning that there might not be that much clipping that it would prevent using it. The cryolator might be better in the aspect that it uses fusion cells, however it has closer grip on it, meaning that the larger fusion core might clip pretty visibly. As a personal opinion the position of the magazine well/insertion point is located awkwardly low and away from the centerline of the weapon, which might restrict the design of the weapon. I did some testing with the cores, some things that I noticed: - The weapon spends equal portion of the fusion core's charge even if the magazine capacity is modified - The weapon always reloads core with most charge - The consumption is affected by the nuclear physicist perk and repair bobblehead, with both of them the 500 rounds from the gatling laser leave the core at 54% charge. The effect from the bobblehead/perk might be used to increase the consumption, although I haven't yet managed to properly test that out.
  13. I could probably try the idea out, although there might be issues with increasing the ammo consumption from 1/500 of the core's charge to something greater, as well as with general implementation depending on how transferable the Gatling Laser's functions are. It might also be easiest to execute based on the Laser Rifle animations with cells replaced by the core, so you might want to take this into account with the concept.
  14. The parenting point used by the Mk14's scopes isn't same as R91's, so you'd need to make a copy of the scope and adjust the position of it's meshes in the .nif.
×
×
  • Create New...