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joefoxx082

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About joefoxx082

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    3dsmax and Nifskope
  1. Hello Joe are you still working on your animation mods? I've ran in to a bit of a problem while using your animations with bullpup weaponry made by Millenia. Like the Pancor Jackhammer:

    http://newvegas.nexusmods.com/mods/47528

    Thing is the sights and large chunk of the weapon go right threw the player/NPC model. Is there any way they could be distanced from the player ...

  2. need help with some animations, when i used your replacers (which are awesome by the way:) ) for some strange reason my 2 handed handled weapons like miniguns, flamers etc. seem to tilt downward when i walk or run in any direction while they're drawn and i'm standing, but will reposition themselves when i fire them but then go back to tilting as soon as i start moving again, any way to fix this?
  3. need help with some animations, when i used your replacers (which are awesome by the way:) ) for some strange reason my 2 handed handled weapons like miniguns, flamers etc. seem to tilt downward when i walk or run in any direction while they're drawn and i'm standing, but will reposition themselves when i fire them but then go back to tilting as soon as i start moving again, any way to fix this?
  4. Thank you for your great wepaon animation replacer, it really improves the gameplay.

    However, the 2hraim.kf file for the rifle option 1 screws up the 2hrattack4IS.kf, which results in an uncorrect aiming of the laserrifles (the laserrifle would need to be turned to the right for it to show up properly). I would really appreciate it if you would fix it, or at least tell me how to do it.

  5. Thank you for your great wepaon animation replacer, it really improves the gameplay.

    However, the 2hraim.kf file for the rifle option 1 screws up the 2hrattack4IS.kf, which results in an uncorrect aiming of the laserrifles (the laserrifle would need to be turned to the right for it to show up properly). I would really appreciate it if you would fix it, or at least tell me how to do it.

  6. Are you still alive? :'(
  7. Hey if you're interested, I can share how I make the animations in my mod Weapon Animation Replacers. The only problem is I use 3dsmax, and most folks use blender, so I'm not sure how much I can contribute, but the "Nifskope" side of animating I can definitely explain in detail.
  8. Been lazy these past few days, but not today.
    1. Show previous comments  1 more
    2. 11meister

      11meister

      Joe your inbox is full. Can you please clear it out so you can be contacted.
    3. AloBautist

      AloBautist

      Yes Joe, I can't reach you. I´m using one of your mods.
    4. Deathstruck

      Deathstruck

      Does anyone know why was this dude banned back then? He did some great animation mods for New Vegas in 2011.
  9. What I do when Exporting animations... When the animation is done and exported as a .kf file, example, testfirerightis.kf, I open it up via nifskope and I open the vanilla 1hpattackrightis.kf via nifskope as well. From there, I just copy/paste the data from the test file to the vanilla file. Example: Let's say I changed the rotation on the 'spine' bone on the skeleton, then export as test.kf open test.kf and vanilla.kf files via nifskope on the test.kf file, Expand NiControllerSequence then expand Controlled Blocks look for Bip01 Spine [x] and expand click the blue clockwise curve arrow, on the Interpolator line, which should take you to the spine's animation data, then press Ctrl+C then on the vanilla.kf file, Expand NiControllerSequence then expand Controlled Blocks look for Bip01 Spine [x] and expand Do Not click the blue arrow, but highlight the Interpolator line, instead then press Ctrl+V This will change the transform and rotation data on the spine from vanilla to your custom made one. The old interpolator data is still in the vanilla file though, so just, err, (what's the opposite of expand, sorry bad english) close the NiControllerSequence then you will see the replaced interpolator data is below that (if you change a lot of data, there will be more under that) and CTRL+DEL them all, EXCEPT NiControllerSequence. Save and Exit. Hope this helps ADD: just to add, there's some unused reload animations for FONV that was used in FO3. for pistols, there's 6 unused reload animations, although there's the danger that those may be used in some upcoming FONV DLC.
  10. hey if you need pinup art, i'll see what i can come up with. I'll try to make a couple of sketches first and show them to you not much of a 'layout' artist, though. i can do the sketch, the painting, but putting in text, ads, and laying them out is not my forte :)
  11. it's ok, i'm fine having my stuff sold at the general merchant shop (i actually prefer it that way).
  12. i made all my stuff from scratch(model, textures, shader maps, etc..), except for the Hunterscope mod, which was a practice run for me. i'm quite flattered that you think those are vanilla models that i just reorganized though :D i am still working on a couple more projects, and item placement is not a biggie for me. The general store sounds like an excellent idea for us with still very few mods :) here are some renders: Wattz 1000 Laser pistol http://img.photobucket.com/albums/v639/grey_foxx082/wattz1000laserpistol.jpg Pulse Pistol by MadCat221, textured by me http://img.photobucket.com/albums/v639/grey_foxx082/pptextured-1.jpg 14mm Auto Pistol http://img.photobucket.com/albums/v639/grey_foxx082/14mmpartial1-2.jpg Wattz 2000 Laser Rifle http://img.photobucket.com/albums/v639/grey_foxx082/done.jpg
  13. oh ok... here are links to my mods, then: Scoped Hunting Rifle http://www.fallout3nexus.com/downloads/file.php?id=1517 Wattz 2000 Laser Rifle http://www.fallout3nexus.com/downloads/file.php?id=2213 Sig Sauer 14mm Pistol http://www.fallout3nexus.com/downloads/file.php?id=2592 Projectile Quick Fix http://www.fallout3nexus.com/downloads/file.php?id=2736 at the moment, i'm working on the Wattz 1000 laser pistol. Let's just say, i'm hoping to bring back all the classic fallout guns
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