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DiscordOfSound

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About DiscordOfSound

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    DiscordOfSound#1445
  • Country
    United States
  • Currently Playing
    Skyrim, Fallout 4, Fallout 76
  • Favourite Game
    Morrowind

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  1. I was really hoping that someone could either point me in the right direction for a detailed, step by step tutorial on creating a custom race or just a custom textured companion for fallout 4? I was in the process of making one in Skyrim about a year ago and was stuck on the voice files, but everything else was done.... I've just forgotten some of the process. I've been watching https://www.youtube.com/watch?v=dow6WJG_67w and https://www.youtube.com/watch?v=Ipgx3xmzEaw but it doesn't quite go over what I'm trying to do. Basically just a human with a custom skin texture. And I'm not sure the process for fo4 is the same as with skyrim either. I'd be super grateful for any help!
  2. I had that same problem with my custom race follower I'm in the process of finishing. I've gone into the CK, and made a few changes that will allow Gelebor wear any clothing you equip him with. I'm also trying to make him available to marry but I might have to dive into the follower and marriage scripts and add it. But if you want to give it a try, here's my file. https://drive.google.com/open?id=1wDL_pSCBIj2meAo15zm9SNbtxk4spcdE
  3. Hello, I think I posted in the wrong part of the forum before, but I'm requesting help with animating a custom head I made in 3ds Max. I followed the tutorial by mrx16 up to the tri file stage, and that's where things sorta fell apart. I ripped a head model from another game, fixed up the mesh and added textures in 3ds Max, exported the head to blender to save as .obj, then checked it with Outfit Studio. A small problem I ran into with Outfit Studio is that even with the new textures placed in data/textures/<folder name>, it still wouldn't add the three texture maps I had for the head. Alright, no big deal, I'm more concerned about making the head animated (blinking, mouth movements etc.) So, using the Tri extractor/creator file, I continued on the steps and... that's where I'm lost. In the part "this .obj represents the shapre of your custom race. For example the vanilla file contains base object and 9 objects that were created by moving the vertices of the base object to create custom race ones, eg Nord, Breton eg. The "_NAME" part needs to be changed to your race EDITOR_ID in Creation_KIT. For example my race in Creation Kit has a name: "Overlord_Race_LichRaceHuman" so the file will be called "maleheadraces_Overlord_Race_LichRaceHuman.obj"" specifically. In the CK, I've imput the new race ID as "SylvariRace", so I assume the new .obj would need to be renamed as maleheadraces_SylvariRace.obj. However, the Tri Creator, after rewriting the paths in the male head races txt, regards SylvariRace.obj to be missing. Also, the instructions aren't clear whether you need to replace that .obj with a copy of my <charactername.obj> renamed to the above, or if I'm to just to only rename it. Also, just to poke around at Outfit studio, I find I can't import .tri files, even from the character assets folder in the game directory. Would anyone know what steps I need to take, or help direct me with the right steps to creating both the .tri files and how to rig the head for their use? I'm not really wanting to use the tutorial with the Blender route, as Blender's too clunky and un-intuitive for me to use properly and it's for people who really have a handle on the program (I do not.)
  4. Oh boy, where do I start? Well, I decided I wanted to take a character from one game, and import it into Skyrim. I ripped the mesh/textures from the game and set up in 3ds Max (2019). After several days I finally got the head morphed and fixed to how it should look in game. I followed one of the head tutorials located on the Nexus, exporting the newly created head from Max to blender, from blender to outfit studio, from outfit studio to Nif, from Nif back to outfit studio, and so far, the resulting OBJ looks really good. I haven't messed with the texture yet as that'll come later. Now, I'm sitting at the point in the tutorial of using/creating Tri files to animate the face, add expressions and so on. This is where the tutorial lost me. The problem here is that this character is supposed to be an npc, singular race, male and doesn't use beards/eyebrow/hair, similar to some of the creature npc's (think of a Spriggan but with a face.). So, I'm not entirely sure what Tri files I'm going to need to use and which ones I can leave out without breaking anything. Also, on one of the tutorial pages, it lists some programs to use, however the links appear broken so that was another issue I came across. Also, I haven't touched the CK yet as I wanted to finish the model first before creating the new race/npc, therefore doesn't yet have an ID. I'm not sure if I need to go into the CK and do this first. If someone wouldn't mind helping me with the process, I'd be ever grateful. I haven't started on the body, as it's going to use a human body/skeleton, however I need to sculpt the body mesh first.
  5. I was hoping to ask if someone could create a mod that would bring Macready's son, Duncan, to your settlement after an allotted amount of time passed from when the cure is given to Daisy (length of time for the cure to get there, recovery time, time from traveling from the capital wasteland to the commonwealth)? Maybe done in a way that's immersive? I feel bad we never get to meet the kiddo and playing through Fusion City Rising made me think back on it.
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