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HynoDesigns

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About HynoDesigns

  1. Clone Master Gary aka RoyBatterian, You banned me from your website and your forums so I am having trouble posting. So I can't get any help and I am rejected from joining. Why are you trying to be nice here? What did you call me, an Insane mentally disturbed nut case madman troll or whatever. I don't know I am banned for asking how to port over custom F3 mods. Like I told you, had to re purchase the game from Steam just to test out the TTW. It was not easy to install. Anyway i have no hard feeling nor any ill to your project, it is a neat idea. Since our encounter figured out how to port things back and forth from F3 and New Vegas so for me, I will leave it as two separate games.
  2. capmac, I have not messed around with Fallout 4 at all. However what I used to do with my custom players for the Tiger Woods video game going from year to year was to recreate them each season. Some cases they could be ported over and other cases not. Fallout 4, uses a different engine. Again like I did with Boone, you can do in Fallout 4. Will just use Boone as the example: You have all the face features of Boone in Fallout NV In the Geck it is pretty advanced than you also have the texture side of this as well. It is like 60 to 80 face features. You go in to the Fallout4 geck and start trying to match of the character. Feature for feature. If something is off in the GAME FACE creator you make a manual adjustment and design by eye. You use two computers side by side to do this. If you don't have that. You do what I used to do with the TW game. I would hand write out all the features and than design them in to the new game. My guess it will take about 1 to 3 hours to complete.
  3. Porting MOD'S Fallout 3 to NV or NV back to Fallout 3 With this crazy method using FOMM you actually can build or port over the NEW VEGAS casinos in to FALLOUT 3. My question is what are you trying to do, what is your end goal? FNV to FNV copying the FACE sets from MOD to MOD is very easy. All you do is duplicate the NPC or RACE and save it to your MOD. Game to Game you load it up in FOMM and save the sections you want in to a BLANK.esp. So If I wanted to copy BOONE, would make a duplicate of him and saved it to a MOD than in FOMM it shows the changes you made to the source and you just port over Boone's face. It is a heck of a lot easier than what I did trying to copy feature for feature manually from game to game.
  4. i have been working on this. What I did in Fallout 3 was ported over a few of the NPC's. I did Boone, Cass, Veronica and Benny. Using two computers, I spec them out the best I could matching face gen feature for feature. Every single time you change a feature it changes something else. Needless to say Benny never looked like Benny when I made him bald he looked just like Sean Connery. Veronica and Cass were designed as races cause I made them type 3, and doing the race rather than playing with the face creation seemed to be a bit more accurate. After spending hours on Boone, I mean hours. Said to myself their has to be an easier way of doing this. Want to point this out. I also did Samuel L. Jackson. In the GECK he looks just like him, in the game not so much. In other words what you create in the GECK sometimes looks a bit different in game. Again it is always by mistake how I do things. I started building a massive fort and I ported some stuff over from other MODS. In the GECK, I was changing the landscape aka removing trees. Than in the game, the trees were still placed in the landscape. I tried everything. Than I was like I just wrecked the file. So decided to rebuild my MOD from scratch. While doing so found this YOUTUBE video. Basically it teaches you how to port anything in to blank MOD's. You can easily port over profiles as well. FYI for CASS, I did the lipstick and eye shadow on face.dds file before hand (That was a lot harder to do than you think)
  5. Nobody has taken you up on this. I can't believe it. Here is what I want to do. Canterbury Commons I've downloaded and tried out every MOD that revamps this city. Some of the stuff is really good and some of the features I really like aka the Guitar player in Cup-A-Joe. A bank or a casino or the prozi house doesn't really work. Plus nothing has ever stuck out with improvements to the dinner. The security forces doesn't really work either. Want to set up a Caravan company at the start of the city. Were the player can do a Caravan ride along for caps. You go on a custom mission to another location following the Caravan were you encounter all kinds of attacks. Once you complete the mission you get paid and can go back and do another mission. (I've created two NPC's for this, Cass from FNV and Samuel L Jackson as her body guard.) You can also slave Cass and send her to Paradise falls. ---) This is already done. Want to expand the city. (I can remove all the junk at the end of it and clear the entire ESP file out to lay in the improvements.) Have downloaded the BRAWL HOUSE AND TUNNEL SNAKES HIDEOUT. I like these MODS. I want to move the Tunnel Snakes building to the end of the block and revamp it with custom NPC's and a cover charge and everything else. Than the Brawl House. I love the BAR and ROCK concert idea. Want to put that in the city as well. Than outside like in the old FALLOUT games want to do a FIGHT CLUB, were you go in a ring and fight people for money. Next want a Western Salon, with the piano and some old Gangsters that show up and cause problems. Besides doing the Tunnel Snakes gang faction, I want to do a small outfit for the KINGS, this is an another BAR / Concert hall type of place. Also want to set up were the KINGS and Tunnel Snakes randomly fight in the streets or try the mug the player or they just get in fights with the player. Kind of like freeside. Things like the HOTEL, we can improve that, maybe rents out some rooms, were the player does randomly get attacked after sleeping for the night. Can't clog up the game with too many NPC's or detail. However the interior designs want to be custom were each place looks different on the inside and it is not all beat to hell like most of FALLOUT 3. At the end of the city you have room for like 4 or 5 buildings. Than on the other side by the Brahmin you have some room to do some small buildings put the fight club in and even put one of your gas stations. I need help on this for sure. The GECK is a learning process and for me doing buildings and placing objects is really hard. Working with that camera I also delete random things or screw up cells. I am not good at this. Last off the city has no lighting. Need some street lamps and I want the dinner to be Open 24/7 when Joe Porter goes to sleep, you get a new worker. The Cup-of-Joe and the Caravan company closes at a specific hour and the bars and night clubs Open around 1 pm and goes all night. The fight club only works during the day, after that closes. The NPC's aka the fans and even the ring mater guy leaves and lives normally in CC doing random stuff. The Kings and Tunnel Snakes members will respawn if you kill them. Same with the crowd for the fight club. If the player choices to send Cass to the slave pits, you will get a new Caravan trader that will do the Caravan trader quests with out her being around. The Kings and Tunnel Snakes members can also be mezzed sending them to the Slave pits as well. That is the BASIC idea in a NUTSHELL.
  6. Going massive on texture sizes doesn't really improve that much. The entire HD thing is a nightmare per say. You can't take a VHS tape which is 240 lines and make it HD which is 1980x1080. With video game textures in some cases doubling the sizes helps with the detail. Going from 256x256 to 512x512. The 128x I always say to double the size. You need to understand I can't take a 128x128 file and make it 2048x2048 and think it is going to improve the heck out the look. At the same time I can go maybe 512x512 with the file and it will improve. Personally have not messed around with 1st person with weapons, I just remove that feature all together from every weapon I've ported over or re-designed.
  7. Each custom hair pack needs to be manually installed. Each race you want the custom hair to show up in you need to manually port it over. After you created the hair file. Click on hair tab and drag the file in to the races you want the hair file to show up. Here is the deal, these hair files point to the textures so on the texture side it needs to match or point to the same location the original designer used. (You can't manually import all the files, the night file and highlights files it only reads one) If someone is using someone else's hair files in order for it to work correct the meshes need to point to the textures so the game picks up all the files. Custom races really don't conflict anything. On that Jasmine file, maybe the author was creating more NPC's that when they completed Jasmine they didn't want to include. Here is the problem I am finding, Black dudes showing up with White arms or White hands. This for me is a real issue. Even if it is in not a question of being Black or White when you change the color complexion of the skin tone it doesn't match the body. So what I do and I did this for Clover, I wanted her original face but wanted to give her a new look. With these type 3 body styles. However the skin needs to match the body. The only way for me to do this was to create a new race for her. However neck to body you can see color shifting so I gave her a custom pearl necklace to mask out the color changes. What I find with some of these MODS, some one may change a texture for like the suits and never say a word. When you install that MOD it re-writes all the suits in the game. Than if you have 50 MOD's installed it is really hard to track down and find that error. On the flip side with the black guys having white hands what I've been doing is creating custom races for them. Than matching up all the colors of the body parts and than not changing any of the color tones when designing the custom NPC's. To get a really good skin tone for them is really hard, it is trail and error and testing over and over. Believe it or not the lipstick and eye shadow for the girls on the texture side is also a real nightmare trying to get right in the texture DDS files. Last off none of these HAIR files reflex the true color of the color pallets, so Blonde's are really hard to figure out cause the HAIR files makes them really bright. If you use lets say a light black which is 32 R,G,B across board. The custom HAIR has a slight brown tint. I just did 1,700 textures for two other video games and in one I was building College football teams Clemson, Alabama and Texas A&M the stock color pallets I used which are from the schools on my LCD they never looked right. Bama I was able to figure out a perfect color scheme but on the other two I have not as of yet. The Clemson orange is really hard to get to look right and can't get the right shade of maroon for A&M. How does this relate to FALLOUT custom HAIR. It is all guess work with the color pallets cause the HAIR doesn't reflex the true color of the color scheme.
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