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VengencemKII

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    Fallout 3

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  1. Okay soo.... on nagging from some friends I was encouraged to try adding 'unarmed weapons' of sorts and hearing that PerkMa sorta adds them I gave it a go. I was a bit... put off that PerkMa uses sword animations for the knuckles and I wished to use an unarmed animation replacer and have god-all fun. In order to link my fist weapon to an actual scalable skill I set it's properties to level one handed, but I am a bit unfamiliar with how the game handles damage scaling, perk bonuses, etc in relation to it's actual 'stance'. So here's how it goes: ~ I have a 'weapon' that uses hand-hand melee animations ~ I link it's skill to One Handed (I guess Light Weapons for PerkMa) ~ It is obviously set to equip to both hands for punching and kicking with all limbs. ~ I gave it 'mace' keywords etc as it is a blunt weapon My question is that given the above, where would this 'weapon' fall in under? It's two handed but uses 1 handed skill and is labeled as a mace in keywords. Would One-Handed/LightWeapons perks grant it bonuses or would it fail? What does PerkMa patching do with regards to blade, blunt, piercing recatagorization?
  2. Yeah I've known about building around the existing animations and normally it is indeed reliable (though again I'd loooove to add my own stuff!). But yes that was really my question more or less.... does the GECK do it automatically? I have noooo idea. Well with that in mind I suppose I'll give it a try. Basically I read a tutorial that said to tweak an existing reload or firing anim you need to import both the weapon and the character skeleton of sorts. This I have no problems with whatsoever. I suppose I'll copy-paste an existing anim and rename it to an a-z value that hasn't been used and see if the game truly does miracles.
  3. Wait so.... they are 'automatically' added or something...? Okay I read the tutorial, it looks very very nice and I may just use that but there's one small thing. I suppose I'll use this as an example: http://newvegas.nexusmods.com/mods/40365 Basically the bullpup weapon mod adds 2 new reload animations designated ReloadR and ReloadS and as far as I know the mod doesn't overright an existing animation. More or less this is what I'm curious about. Basically how to tell the GECK what ReloadR and ReloadS 'point' to the .kf files and how does it distribute about these 'TwoHandAutomatic" types and Attack animations? I mean... how does the GECK 'know' what files to use or connect to these names? If it is even possible....
  4. Hello Nexus, I've got a question that I've been thus far unable to resolve myself and is rather vague in other venues. I'm modeling a custom M4 rifle, it's going to be all wastelanded in appearance with plenty of duct tape and cloth. I'm even making a high poly model for a normal map bake! However I noticed that the vanilla reload animation for something equivalent to my weapon more or less has the charging handle on the side, unlike the real life's center lined handle. I know this is just a pesky issue but I really want to at least make it look right on my model. I can animate, it's what I minored in college and I know how bones and skeletons work. I've even found a handy tutorial on how to edit an existing weapon animation. But the one major issue I've had is.... getting the GECK recognize my animation. I just cannot find any kind of menu or window to 'input' an animation to be used. I just.... can't find it anywhere. Not even the Bethesda GECK wiki has it. I have seen some people add new reload animations here and there and I am really curious as to how they got it working in the GECK. I've uploaded a WIP pic of my weapon in progress. I really hope some of you can assist me with this. Thank you.
  5. I'm posting this on behalf of a friend who is encountering certain difficulties with Skyrim since I have an account and he'd rather not register just to post this problem. He just bought it yesterday and right now he is very... concerned about it and gave me some pictures that I think will describe it a bit better. For some reason, even at medium autodetect settings the game is having severe LOD issues and loading issues plus constant freezing, not crashing and requiring a full restart. He informed me of some of his hardware: Pentium 4 3ghz CPU 3gb of RAM Nvidia GeForce GT430 1gb 40gb HDD space He tested the game at the absolute lowest graphics settings and things got even worse oddly enough, very strange. Lags more and loads even worse in low settings. I suspect it could be his hardware drivers as his paranoid parents has him completely blocked from downloading pretty much anything, including hardware/software updates and drivers. I'll be posting this on Bethesda's forums as well, but I am hoping you on the Nexus will have some experience on this issue. Any help would be appreciated, I'd like to at least understand what is causing this. http://img213.imageshack.us/img213/5194/bug03.jpghttp://img213.imageshack.us/img213/4846/bug02.jpghttp://img220.imageshack.us/img220/1662/bug01d.jpg
  6. Hey all I kind of figured I'd want to share this. I'll be releasing a model of a one handed auto pistol to the nexus soon. I just need to do some balance tweaking and considering the addition of weapon mods. Here's a video I made with it while playing New Vegas Bounties 2 and invading the Powder Ganger's prison. http://www.youtube.com/watch?v=HAOZHWS21B4 (I apologize but I don't have Adobe After Effects to produce professional transitions :whistling: ) Weapon uses 9mm ammunition so it lacks an individual punch but the thing spews out rounds like a hose so its DPS is fairly high, over 200. Right now the thing degrades disturbingly fast, even with 250 HP and it sucks up 9mm ammo just a bit... disturbingly. I started out with 2000 rounds and did a few quests. I ended up with 700 left. Suggestions regarding balance? A 'better' name for the unique version? Thanks!
  7. Such a simple solution.... jeez man. Well weapon's working now. Got some issues with rotations, apparently things are off axis. Well once this is fixed I'll upload this mod for all to play with.
  8. That... shouldn't be the problem. The model's normals are fine in NifSkope, but the whole thing is invisible in the GECK.
  9. Hello Nexus, I'm a bit new here and this is my first mod for New Vegas. I'm a bit of a veteran modder for other games, having done tons of stuff before but that doesn't mean I'm immune to issues doing something new XD! I have this gun model which I think you'll all like and I'm having some issues working with it in Nifskope and the GECK. http://img801.imageshack.us/img801/3596/superbaretta.jpg http://img856.imageshack.us/img856/9385/superbarettalayout.jpg Its a model I made combining the attributes of a lot of other pistols to become a fictional machine pistol. I've got pretty much everything modeled and textured out. Now for the problem side. Though it probably exists I'm not terribly aware of a nifskope tutorial that tells me EXACTLY what to do to get a gun to work in NV. What I did was I edited my exported NIF file to be EXACTLY like the 9mm pistol and the DW Desert Eagle mod. But when I load up the model in the GECK it is invisible! I even slapped my model into the 9mm model scene and it is still invisible. I'm not really sure what causes this as I checked every little thing of the NIF. Maybe I missed a lot of stuff as I was rigging it at 12am but still... I am willing to send the model to someone willing to NIF it up so it will be visible in the GECK AND animations working. The whole ejecting shell casing, bar sliding back, clip reload etc. Then I will upload it for all to download. I really want to put this up for download for all to have fun with, but I can't get this working alone. Dozens of hours of work lies in the balance :thumbsup: , lets get this done! I'll send the model via PM to whomever is willing to get this working.
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