Jump to content

flipdark95

Supporter
  • Posts

    135
  • Joined

  • Last visited

Nexus Mods Profile

About flipdark95

Profile Fields

  • Website URL
    https://flipdark95.artstation.com/
  • Discord ID
    Flipdark95#7663
  • Country
    Australia
  • Currently Playing
    Skyrim, Battlefield V, Starbound, Nexus Jupiter Incident
  • Favourite Game
    I don't know, New Vegas and Fallout 4?

flipdark95's Achievements

Collaborator

Collaborator (7/14)

0

Reputation

  1. There's not much else to my question aside from the title. I want to work on some animations involving the Origins character models and want to put them back into the game to make them available for custom scenes and events.
  2. Hey, that definitely works for me! There are a few Enclave assets I've made in the past but never completed, but a basic Enclave uniform has definitely been on the list for a while. Timeline can be flexible so long as you let me know when you ultimately want it by, and we can definitely work out the commission side of things in DMs.
  3. Hey there. I'm Flipdark95. I've been modding and making models for modding projects for a couple years now, and I'm available for commission work on models for your mod. I'm a modelling lead on Project Arroyo and have been a modeller involved in plenty of the community's larger mod projects, making everything from weapons to items to outfits and more. If you want to contact me for details regarding a custom model for your mod, my discord handle is in my signature no matter the post, and we can discuss what you want made for your mod. I should mention that I have many active projects, some of which involve models that already might match up to something you might want for your mod, and in that case, there's no need to commission anything, just sling a message my way if you want to use that existing model. This is mainly meant for completely custom work that is unique for your mod. If you want to see the kind of work I've done or arm working on, here's a link to my artstation profile :) https://flipdark95.artstation.com/
  4. What are the main tools people use to extract models and textures from Origins? I'm a 3D modeller working on a total conversion mod for Medieval II Total War, and we're aiming to try and stick to using models from the games themselves before going for custom models. However since BSN has been closed for a while now, a lot of the tools and projects on there have been scattered. So is there a guide out there for pulling the models and textures out of Origins in particular?
  5. The principles for making any weapon stay the same. For guns for example, basically you just need to make sure your weapon aligns to the vanilla reload animations, and in Nifskope you copy and paste your mesh pieces into a vanilla file which acts as a template. That's the simplest means of making a weapon.
  6. Don't mind at all man, I just need somebody to test the files to see if they work on their end. I'll PM you the files cheers :)
  7. Hey there, I'm working on a remake of the Fallout 3 Super Sledge, with custom models, attachments and unique variants - the whole shebang. And I want to know if anybody from the forums wants to volunteer a bit of time to help me test the files. I've been running into a few problems getting them to work on my install and been trying to fix them for a while, but I have previous versions of the mod that do work. So if someone is up for it, just PM me for details. Some pictures of the mod so far.
  8. Cheers man, I'm getting some help on the side with this but having explicit examples would really help me understand the problem.
  9. So I've been working on a remake of the FO3 Super Sledge for a while now, and I've managed to get the models working correctly in-game. However I'm running into problems when it comes to making sure the attachments I've made for the sledge show up in their respective categories. I've organized the attachments for the super sledge into Hammerheads, Grips and Melee Mods. I have roughly 11 attachments in total made, but only a handful of them even show up in the crafting menu for the sledge, and on top of that the sledge doesn't spawn with a head mesh attached, only the handle. Here pictures of my work so far. My goal basically is to be able to equip multiple attachments at the same time, like how vanilla guns can have scopes, magazines, grips, stocks and muzzle mods all attached together. Super Sledge in-game. http://i.imgur.com/chSW5GSl.png The Super Sledge's crafting menu in-game. None of the grips or hammerhead mods show up on it, only attachments with ap_meleemod assigned. http://i.imgur.com/DTgntVyl.png Super Sledge Object Window. http://i.imgur.com/kxKrUall.png Super Sledge Grip Mods (They all have the AP_MeleeModGrip attach point assigned to them) http://i.imgur.com/t1jyrisl.png Super Sledge Hammerhead Mods (They all have the AP_MeleeModHammerhead attach point assigned to them.) http://i.imgur.com/IioEkPnl.png NIF files for the sledge's meshes. http://i.imgur.com/ClZe1kzl.png Essentially I'd like to know what I can do here. Because if I assign everything to the basic ap_meleemod keyword, than I can only equip one mod at a time on the sledge. But I'm not sure how to get the mods to show up on the sledge's menu otherwise. Would really like some help figuring this out.
  10. Hey there, is there anyone who can help give me a few pointers on converting weapon models for my custom weapon mod? I'm making a mod adding in the Whitney Wolverine pistol but I'm having trouble getting the weapon mod meshes to behave and they're making the CK crash to desktop when I try to assign them to the mod records in the CK. Is this process usually what you need to do to get weapon models into the Creation Kit? I have access to 3DS Max for making mods as well, but I'm just wondering if there's anything I'm missing with this process. 1. Export from Blender/3DS Max as triangualated OBJ file2. Open OBJ in Outfit Studio, rotate 90 degrees and export as FO4 Nif3. Open up vanilla weapon nifs (in this case the Deliverer) and copy BSSubindexTriShape files into NIF. Convert them to BSTrishape nodes.4. Remove vanilla weapon mesh nodes and clean up NIF.5. Create weapon and weapon mod records in CK and test to see if mesh file is working.
  11. I was thinking maybe both or something? Like there could be 'paintjobs' for the weapon that make it more rusty and decrepit looking at the lower rank while another 'paintjob' could be it looking brand new because it's being cleaned and maintained regularly. Also, sorry for being late on the replies. Wasn't expecting them so quickly :smile: I've got a presentation to do for uni very shortly, so later today I'll post a link to the OBJs as well for either of you to work on. There's not really a set deadline or anything I want the textures done by, but there are a couple of other modders who want to use the weapon in their mod fairly soon. So at the very least I want to make sure it can be ready for that.
  12. Hey there. I've remade the Laser RCW from Fallout New Vegas and am working on putting it into a Fallout 4 as a brand new weapon that can be found in the hands of Gunners, Triggermen, Goodneighbor guards and Diamond City guards. However, at the moment I'm extremely busy with my uni assignments and presentations for the next fortnight, so are there any texturers out there good with weapon textures that can take a whack at texturing it? I'm also working on it for the Junkmaster mod by Kungfuman10 on Bethesda.net, so just wondering if there's anyone available to lend a helping hand :) http://i.imgur.com/UOYUvnZ.pnghttp://i.imgur.com/JC5PMJr.pnghttp://i.imgur.com/wzAwLc2.png Here are the UV maps if anyone is interested. They're in 4096 by 4096, so whatever textures you make need to be downsized to 2048x2048. Thanks for whoever takes this up. https://drive.google.com/open?id=0B1CHDAQZGElveGFheXJFOG1rdFE
  13. I'm working on a suit of power armor for Fallout 4 and I need some help trying to export weighted (but not rigged) objects from Blender to 3DS Max so I can import them into Fallout 4's file format. Is there a export method that keeps the vertex weight groups on each object and preserves them so that in 3DS Max I can open up the object and see them ready and waiting in the Skin modifier?
  14. No, you'd to have Far Harbor. It has the reload animations for Lever Action weapons.
  15. They're not mods yet. Right now they're just weapon models.
×
×
  • Create New...