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  1. Miniguns IRL have a huge amount of recoil. And none are single-man usable. For example, in the original Predator movie, they used a heavily modified gun in filming. The power cables were run through clothes and hidden away to connect to power. And only blanks or low loads were used. Even then, I heard that firing the gun knocked the actors on their backsides. So they also had to severely step down the rate of fire to reduce recoil even more.
  2. That'd be nice. Maybe a WW2 era bolt action to replace the pipe bolt action? It's funny, I was just talking to Hitman about this. The thing is I like the idea of the pipe weapons - I think it makes sense for them to be there - I just think that the way they were implemented in FO4 is a little silly in places. I've mentioned this before somewhere, but prior to FO4's announcement I was actually considering adding "zip guns" to the game myself. Probably sort of along the lines of the Zip guns in earlier Fallout games. So while I think something like a Sten gun would make more sense than the semi/auto pipe guns, the revolver/bolt-action pipe guns aren't as bad. I don't know if I'll replace those. (Even the Sten is a "maybe later on" thing for now.) Another thing that might be good is to use the rugged versions of modern revolvers, such as Ruger revolvers vs Smith & Wesson. Rugers tend to (not all) be more rugged & heavy looking and not as refined and dressed up. Also, if used 357 magnum revolvers, you'd have option (if possible to code) of shooting both 357 magnum and 38 special rounds just as IRL. Then could have revolver rifles (similar to Circuit Judge) that also shoots the same ammo. Or, could have lever rifles that shoot same ammo (both 357 and 38). Lever Rifles and Revolvers would give more old fashioned feel but not be truly "hand made". Since you are using more real world style weapons, this combo might serve your purposes better than trying to cobble together pipe guns. The revolvers, revolver-rifles, and lever guns could then get upgrades to 44 magnum if need upgrades. Could also start all at 38 special, then upgrades to 357 magnum, then 44 magnum. If wanted more rustic feel, could use break barrel revolvers instead of roll out cylinders. Or, even older style, could have non-roll out or break barrel and no speed load, just single load from "flip open" cylinder. Have no idea proper name. But here's an image = http://blog.cheaperthandirt.com/wp-content/uploads/2014/09/Lefty_3.jpg Then, could have upgraded designs that go from single load, to speed load. Not really IRL but would give upgrade options for game. And then no semi-auto or full auto versions at all. Forgot to add, could also make upgrade path from single action to double action revolvers. So speed of fire would change. And animations too.
  3. I received feedback from mod author Berdusk and it got me working again. Used Nifskope to double-check, clean-up, and fix Nif. Loaded Outfit Mashup in Nifskope (loaded the Bodyslide & Outfit Studio Nif from the ShapeData).Switched to "View: Block List: Show Blocks in Tree"Expanded Jacket2External (Pampas fur jacket, main jacket part)Clicked on ### BSSkin::InstanceLooked at Block Details (data) in bottom window frameChanged "Target" from "None" to "0"Repeated same steps for Jacket2Internal (Pampas fur jacket, fur collar) and for Belt (pampas belt)Those were the "fixes"Then also did the following too before saving..."Spells: Optimize: Remove Bogus Nodes""Spells: Batch: Update All Tangents Spaces""Spells: Sanitize: Reorder Blocks""File: Auto Sanitize before Save" - made sure it was selected/checkedThen saved Nif.Used Bodyslide to Build outfit again.Verified that output Nif in the meshes folder kept the changes I had made in the ShapeData Nif. It did.Booyah! Posted this reply so if anyone else encounters these kinds of issues that they might find this helpful.
  4. OK, thanks, I'll take a look. And no, I have not done anything in NIfskope with the outfit. Never needed to before now. Keep my fingers crossed. Addendum... Doing a quick look before trying it, that Tutorial looks like it is for converting FO3 armor to FO4. I started with all FO4 armor pieces in my mash-up. But I'll keep reading just in-case.
  5. Created a mash-up outfit in Outfit Studio and Bodyslide. Put new outfit, armor, and armor addon records in plugin. Changed NPC to use new outfit. Works just fine in FO4Edit and runs In-Game. But in the CK, if I try to load the cell that contains that NPC, crashes the CK every time. If I point the NPC to a Vanilla Outfit, but keep my new outfit and other records in the plugin, the CK will load the cell. So what am I doing wrong that breaks the CK? And yes, I know the CK is a buggy mess. But I'm hoping for something I can do to remedy the problem. Thanks for any help!
  6. I have published several caravan outfitting mods, my latest being Lucky Crickets Caravan. Eventually when I am satisfied with each of the mods plus several style variants I intend to create an All In One mod. But right now I have been getting a lot of requests for an AIO based upon the current mods. I've even had one user stating they attempted using the merge plugins on my mods for their own use but it did not function. So my question or questions are... Would someone who has experience with merging plugins or creating AIO plugins be willing to assist me in making some interim AIO plugins? I would give full credit and thanks to anyone who could help me out. Even bigger favor, would someone be willing to make the interim plugins for me? In this case I would give full author credit instead of just credit and thanks. You could even publish as a its own mod as long as it linked back to mine. Thanks in advance for your time, comments, suggestions, and/or help.
  7. Finally figured out the better way to do it. The female to male being more extreme I created a New Slider from scratch. Turned on edit. Push and pulled CBBE body until lined up roughly with male body imported as outfit and shown in wire mesh mode. Would have helped if I had known how Edit on sliders really worked. Did not realize until today that it basically is a full record of all mesh edits while enabled. So anyway, here's my next draft. Need to experiment more to get a cleaner and smoother version but it is still way faster than the old pure manual edits I was doing. http://i.imgur.com/qJplqeG.jpg
  8. Finally figured out the better way to do it. The female to male being more extreme I created a New Slider from scratch. Turned on edit. Push and pulled CBBE body until lined up roughly with male body imported as outfit and shown in wire mesh mode. Would have helped if I had known how Edit on sliders really worked. Did not realize until today that it basically is a full record of all mesh edits while enabled. So anyway, here's my next draft. Need to experiment more to get a cleaner and smoother version but it is still way faster than the old pure manual edits I was doing. http://i.imgur.com/qJplqeG.jpg
  9. Here is a very early attempt at creating a Conversion Slider. I believe for it to be decent instead of crude that I will need to create lots of individual sliders to increase muscle mass, shoulder width, etc so I can match the male body much more closely before creating the final Conversion Reference. Can anyone recommend some good tutorials for creating new sliders, especially muscle mass sliders for Bodyslide and Outfit Studio? Is anyone interested in helping me create the Conversion Slider? My crude first draft... http://i.imgur.com/wh8s3Zj.png
  10. Here is a very early attempt at creating a Conversion Slider. I believe for it to be decent instead of crude that I will need to create lots of individual sliders to increase muscle mass, shoulder width, etc so I can match the male body much more closely before creating the final Conversion Reference. Can anyone recommend some good tutorials for creating new sliders, especially muscle mass sliders for Bodyslide and Outfit Studio? Is anyone interested in helping me create the Conversion Slider? My crude first draft... http://i.imgur.com/wh8s3Zj.png
  11. I'm already working manually with a male mesh reference (the base male mesh in Super Hero Body is equivalent to the vanilla male body). It is a lot of work to scale, move, etc. especially around the shoulders and the arms. And as I am planning on working quite a few armor and clothing pieces I am trying to find a better & smarter approach to consistently changing female to male. I figured the Conversion Reference would get the outfit and armor pieces closer to male so the amount of manual edits would be much less.
  12. Thanks. I'll have the mod user give that a try and see if that gets them working.
  13. I posted my original question/request in the modders forum for advice but realized it may be better to post here instead. It's a shame that a Topic author is unable to delete their own topic or move it to a another area when needed. Anyway, I'm looking for help creating a CBBE to Super Hero Body (or vanilla male body) Conversion Reference for BodySlide & Outfit Studio. The reason is I am trying to convert some Female Only outfits and armors to Male. Until now I have been using Outfit Studio to manually scale, move, and mesh edit with limited success depending on the nature of the original outfit. I would like an easier and more consistent process to get me "close" to the male body and then do the touch-ups in Outfit Studio. My experience with sliders is mainly to use presets and to create zaps. So creating new sliders, changing sliders, and working a Conversion Reference has been slow going. I was hoping someone with more BS&OS savvy would be able to help out. It also seems like it would be a great modders resource for others who would want to convert the huge number of Female Only outfits to male (where it makes sense). Thanks for any help. Here's an example of what I've been doing "manually" = http://www.nexusmods.com/fallout4/images/52260/?
  14. Reading more on BodySlide & Outfit Studio, it seems what I should be trying to create is a CBBE to Super Hero Body (or Vanilla Male Body) Conversion Reference. At least to get the basic outfit closer to the male body. Then I could manipulate the outfits after running through the conversion reference. Has anyone done something similar and would be willing to lend a hand creating a Conversion Reference? It seems like it would be a handy resource since there are far more Female mods than Male.
  15. I have been slowly adapting some female bodysuits and armors from Female to Male. Up until now I have used Outfit Studio to scale, move, and mesh manipulate to get something crudely matching a male body (using Super Hero Body as reference plus sliders). But the amount of work it takes to get the arms to look correct (especially with armor pieces) and for the front upper chest to look good is quite time consuming and results are mediocre. The reason I am adapting female armor pieces and bodysuits is because I am working a Faction overhaul and want the sets of armors and clothes to match fairly close between the males and females. Especially the armor pieces. So while beating my head against a wall struggling yet again to manipulate arm armor I wondered if taking a completely different approach would get me closer. My idea is to use the female body and armor as a start but use the existing female sliders to approximate a male body and male armor set. This would let the tools do most of the work. So has anyone else gone down this path at all? If so, did you find some good BodySlide settings for approximating a male body? Thanks for any help.
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