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RahCreations

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  1. Thanks for this information! It can be a pain trying to piece together people information.
  2. I used Nvidias plugin and if I remember I saved all mine as DTX1 and RGB with Alpha channel. And usually that's what I've seen most other use. Not sure how much of a difference it makes. Because my first 2 mods were on a different setting and not sure how it would've made a difference. Where I saw the specific settings, was on a glow map tutorial here: http://wiki.tesnexus.com/index.php/How_to_add_glow_maps
  3. First off this is somewhat a cry for help or, rather, an attempt to gain specific knowledge regarding custom weapons and creating workbench mods to go with them. Heres what Ive done in my freetime so far: http://www.nexusmods.com/fallout4/mods/17162/? http://www.nexusmods.com/fallout4/mods/17313/? http://www.nexusmods.com/fallout4/mods/18816/? So all of these mods could use something great, something wonderful, rather than being slapped over a vanilla skeleton and left to the dogs. That is being moddable. But so far Im trying to take baby steps, and with each step make something new, and if i learn something new, then I can improve my previous content. Now using melee weapons is start but to really understand the work behind creating a custom weapon with custom mods, I want to start with a gun. Also, nice pretty sounds would be a plus. Im sure I can tackle the sounds just fine. However I feel like Im having trouble understanding everyones methods. And also having trouble finding an indepth look at this process. While their are many lack luster 10minute tutorials revolving around Nifskope/Bodyslide/Creationkit, none of them seem to be what Im looking for. So far I have followed most of Millenia's tutorials on youtube when it comes to the 3DS-Nifskope-CreationKit. And its worked so far but thats also with me piecing together other information and tutorials that are closer Fallout 4 specifics. Heres what im working on as my frist thrown together reference, mind you I will build the model(Bozar Rifle) from scratch and then apply it to something FO4 Vanilla: http://i.imgur.com/qb7J5Sh.png So how many damn .nifs do I need from the vanilla game? How many do the submachinegun actually have that I need? As you can see I did my best to navigate around the files to piece everything: http://i.imgur.com/mth1284.png It seems most assault rifle mods use the submachine gun as a base, so I assume everyone found a quick work around to get their mods going. And most expierenced mod authors are having no trouble creating a large amount of these as so: http://www.nexusmods.com/fallout4/mods/18726/? http://www.nexusmods.com/fallout4/mods/18821/? http://www.nexusmods.com/fallout4/mods/18796/? So if so many people are using these, theres bound to be a proper list of everything the submachine uses, as far as nifs go. I understand the process of scrapping the vanilla nif in 3ds Max and replacing it with the custom mesh from Millenia's Tuts. But all the modding seems to be slightly different in this game, maybe? I just dont want to miss anything when it comes down to it. Also, I plan on having a short barrel version as well as the long barrel version of the Bozar pictured. So how do the muzzle flashes postition themselves if i make an obsurd 5ft long barrel? Is that another adjustment mad inside nifskope? In the end I just want to get down the basis of creating custom mods for custom weapons. And remove the ability to mod a custom weapon that I do not want to have mods for. Lets get together and give this guy some knowledge. I am hole heartedly ready to make in depth, informative, and quick tutorials, from exact start to finish. Of everything needed to create a custom weapon/textures/mods/quests and implement them into the game. Especially now that weve got the last DLC... finally... Uhhh Idk if I lost my train of thought.... HALP
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